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  #1  
Old March 5th, 2004, 06:18 PM
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Default Re: Modding feedback wanted

Weapon modding:

#nbrattacks (number) - for weapons with multiple attacks

#nomalus - this weapon doesn't count towards the total number of weapons wrt ambidextry

Monster modding:

#whenwounded (monsternumber) - when wounded, this unit will morph (eg, Jaguar Warrior -> Werejaguar)

#whenkilled (monsternumber) - when killed, this unit will morph (eg, Freak Lord -> Freak)
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  #2  
Old March 5th, 2004, 07:32 PM
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Default Re: Modding feedback wanted

Units:

#ambidextrous
#demon
#sailing
#supplybonus
#pillagebonus
#defendbonus
#siegebonus
#bloodvengance
#summonallies
(like Werewolves)

#battleallies
(like Mother of Lions / Moloch)

#healcommand
(like Arco priestesses)

#seducecommand
(like Succubus)

#fleeAfterBattle
(like Gladiators)

#mistform
(starts with mistform)

#magicquickness
(starts with magical quickness)

#spr1
#spr2

(If you could specify an existing sprite for a new unit, based on a the sprite used by a current unit number rather than a tga file, that would be really nice!

**********************

Spells:

#numeffects or
(to change the number of effects, like "5" for Summon Imps and "20+" for Crossbreeding, or the number of darts for Nether Darts)

#aoe or
(area of effect)

#summonunit
(so that you can change "Summon Imps" to "Summon Gimps" without removing imps from the game)

#gemcost
#fatiguecost
(fatigue and gem effects need to be discrete!)

#ritual
(makes this a ritual)

#combat
(makes this a combat spell)

#castUnderwaterOnly
#castLandOnly
#targetFriendlyProvinceOnly

**********************

Dominion:

#defaultgrowth
(specifies province growth rate for a neutral growth scale)

Additional Dominion features that would be nice:

#magiccost
The cost to increase a pretender's magic by a level. Default is 8.

#luckRareness (default: 0)
Effect of luck scale on "#eventisrare". #eventisrare has a default of 15. if you set #luckRareness 5, then the percentage of rare events would be like this:
code:
#eventisrare 15
#luckRareness 5

luck scale: 3 2 1 0 -1 -2 -3
eventisrare: 30 25 20 15 20 25 30

**********************

Nations:

#clearpretenders
#addpretender
#clearthemes
#addtheme
#clearheroes
#addhero


Themes:

#themename
(all the rest would be like nation modding)

[ March 05, 2004, 23:43: Message edited by: Saber Cherry ]
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  #3  
Old March 5th, 2004, 07:40 PM
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Default Re: Modding feedback wanted

#spellbonus {spellname} {bonus units or damage per casting}

Would make it possible to create animist/vinemen style combinations as well as creating specialist casters who focus on one particular battlespell. Could give rarely summoned units and spells the boost they need.
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  #4  
Old March 5th, 2004, 07:46 PM
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Default Re: Modding feedback wanted

Forgot the #missile {weapon nbr} to give new missile weapons the "in flight" animation of the specified weapon. As far as I know you get no animation at all as it is. Would be really great if one also could add {spell name} to get the animation of a spelleffect.
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  #5  
Old March 6th, 2004, 12:05 AM
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Default Re: Modding feedback wanted

Being able to reference #armor by number instead of just by name would be nice.
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  #6  
Old March 6th, 2004, 05:01 AM

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Default Re: Modding feedback wanted

As usual, What Saber Cherry said.

#addpretender for nations, and #ambidextrous are the two most annoying I have come across.

I want to add pretenders, not replace. Many of em, I want to add to one nation only.
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  #7  
Old March 6th, 2004, 07:16 AM
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Default Re: Modding feedback wanted

Hi,

Thanks for asking us. I echo what others have said here regarding monsters and pretenders.

I'm not sure this falls into this Category, but when I've modded some monsters (I piggybacked my changes off of the Healing Gods mod) to regenerate, they don't show the ability in game.

Specifically the various Krakens. My other mods seem to work correctly and the spelling matches other pretenders I HAVE given regenerate to.


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