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  #1  
Old April 19th, 2004, 11:06 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Suqqestions for new modding commands

Quote:
Originally posted by Tuna-Fish:
Just adding the abilities wouldn't be hard. You teach me to code and I'll do it myself.
Your psuedo code looks close enough to me. I dont think you want an old geezer like me to teach you. But if you want to do it my way just go to www.yabasic.org or the xbasic site (if you prefer a visual environment) and download a free BASIC programming language.
(yes yes I know. Or perl, or python, or scheme, or a hundred other free Languages)

Quote:
Modifying the stats would be a little more tricky, as there's no way one can tell what an unit's orginal stats are. Perhaps one can throw in some predefined stat values that are either very useful, or catastrofic for most units. Like #enc 20 or #enc 0.
I wouldnt care what it was to start with. The idea is that if it equally messes with everything in the game then it will balance (kindof). I was thinking of something like a random stat being assigned a random number, with a slight chance of getting some ability added.

[ April 19, 2004, 22:08: Message edited by: Gandalf Parker ]
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  #2  
Old April 19th, 2004, 11:21 PM

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Default Re: Suqqestions for new modding commands

I've whipped up a simple script to create such a random mod, and included it with my DomScripts.zip file on my homepage.

The script, named RandomUnitsMod.pl, basically changes one randomly selected stat for every unit to a random value, one quarter of the units also gets a randomly selected new weapon and half the units gets a randomly selected new ability.
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  #3  
Old April 20th, 2004, 02:17 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Suqqestions for new modding commands

Quote:
Originally posted by Leif_-:
I've whipped up a simple script to create such a random mod, and included it with my DomScripts.zip file on my homepage.

The script, named RandomUnitsMod.pl, basically changes one randomly selected stat for every unit to a random value, one quarter of the units also gets a randomly selected new weapon and half the units gets a randomly selected new ability.
Man I gotta watch out what ideas I leave laying around (just kidding). Great work. I added it to my links page.

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Old April 20th, 2004, 07:41 AM

Leif_- Leif_- is offline
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Default Re: Suqqestions for new modding commands

Quote:
Originally posted by Gandalf Parker:
Man I gotta watch out what ideas I leave laying around (just kidding). Great work. I added it to my links page.

Of course I do. (Is there a smiley for "breathes on my fingernails and buffs them off on my shirt"?)

Anyway, for those who'd like to try out such a mod, but don't want the hassle of installing perl and mucking about with scripts, I've put up a generated mod on http://home.Online.no/~rmoldskr/Dominions/

Oh, and incidentally, I removed the stand-alone RandomUnitsMod.pl file from my web-page, as it's now included (as random_units_mod.pl) in DomScripts.zip - so you might want to update your link.

[ April 20, 2004, 06:46: Message edited by: Leif_- ]
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Old July 4th, 2004, 04:12 PM
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Endoperez Endoperez is offline
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Default Re: Suqqestions for new modding commands

I think there was one more recent thread but did not find it, so I am bumping this. Only one new wish/ idea.

#underwater for spells.
It seems as ritual cannot be targeted underwater if and only if it is not castable underwater.
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