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December 10th, 2005, 03:03 AM
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Corporal
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Re: Mod Command Brainstorm
Here's another:
Unit/Commander Ability
#blindimmune
This command makes the unit immune to blinding attacks. It would be used mostly for those blind units that suffer no combat penalties for being blind. Such units traditionally have other heightened senses that compensate for blindness, and take no game penalties for their blindness. Examples: - bats of various types,
- killer shrews
- the Lost Immortal (from the oral history Indaba, My Children by Credo Mutwe),
- Zatoichi (the blind swordsman of Japanese cinema--incidentally, this is a compound word: zato=blind, ichi=masseur. There were 26 dramas in the series, running roughly 90 minutes each--my vote for series best goes to Zatoichi Meets Yojimbo, with Toshiro Mifune, which is sort of the Japanese equivalent of Clint Eastwood meets John Wayne--awesome).
In addition, consider:
#blindimmune2
This alternate command additionally bars the use of magic eyes of all types, so that these can be excluded if the designer deems their use nonthematic for the unit.
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December 10th, 2005, 10:02 AM
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National Security Advisor
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Re: Mod Command Brainstorm
Quote:
7.9 #blind
This monster has no eyes and cannot be affected by
blindness.
7.22 #eyes <nbr of eyes>
Sets the number of eyes for a monster. Number of
must be at least one. The number of eyes affects
easily a monster goes blind by battle afflictions.
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The #blind ability could be changed so that a blind creature doesn't benefit from eyes.
Also, I think some creatures can lose eyes without it hurting them. The cave-dwelling creatures from Underworld site are one of these, IIRC. Unfortunately, I can't recall their name ATM, so I can't search for them. (If you use Shrapnel's search, add + before EACH WORD or it doesn't work properly).
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December 10th, 2005, 10:59 PM
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Corporal
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Re: Mod Command Brainstorm
Endoperez:
1. *[edited for temper]*
2. I can read the mod manual.
3. Your mod manual quotation is completely irrelevant with respect to my post and not helpful. Current mod manual commands do not achieve the desired design effect as outlined in the body of my text.
4. I am posting this reply so other people viewing this thread will not be confused by your post.
5. Please take any further discussion to PM so we don't disrupt things any further.
6. Have a nice day 
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December 11th, 2005, 11:17 PM
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Corporal
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Re: Mod Command Brainstorm
Endoperez: Thanks.
All: Things are cleared up. Notes relevant to this thread:
Quote:
Currently, the creatures that exist in the game that have "extended senses" are #blind.
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Oh. Maybe I can't read the manual.
Apologies.
(All you had to do was say: "This command already exists. Check [reference].")
(on #blindimmune2)
Quote:
Or did you mean that one couldn't GIVE this creature a magical eye? If so, then I agree. It would keep new players from disabling their Cyclops pretender... However, #blindimmune2 isn't very good command. Maybe #noeyes or #nomagiceyes would suit this better?
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You have my intent nailed with this.
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December 11th, 2005, 11:26 PM
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Corporal
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Re: Mod Command Brainstorm
Sites that can be Entered:
It might be useful, when modding, if the wording of the order "Enter Site" could be changed in order to better match the site's theme.
Examples:
"Descend into Doompit"
"Climb World Tree"
"Cross Ring of Fire"
"Scale Glass Mountain"
"Snatch Eye"
"Eat Bogberries"
and so on.
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December 12th, 2005, 02:40 AM
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Lieutenant Colonel
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Re: Mod Command Brainstorm
How about adding the option of asigning units with somewhat random stats?
Something like:
#str 10+random(5)
Which will give the unit 10-14 strength when it is built (so its re-randomized each time you construct a unit).
Could be fun to make units a bit more varied.
I have this in mind for a mod that adds random(2) and substracts random(2) from every single stat of all units in the game, so each unit will be unique (and it will make more sense, after all, not every human is as strong as every other human). Though it does sound a bit hard to code... (unless we will have a database with all of the units and their stats in it, in a format you can use to generate the code with a program)
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
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December 12th, 2005, 11:31 PM
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Corporal
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Re: Mod Command Brainstorm
Agrajag: Oooooooh! I really like this one. The AD&D system had a whole race of demons called Hordlings. Their appearance, stats, attacks, and powers were all randomized. Great stuff!
Endoperez: Here are a few questions (anyone else with definitive knowledge is invited to participate):
Query 1:
Is there a unit mod command that allows map movement but gives tactical battle immobility. A modding application would be a Siege Artillery unit (catapult, springal, trebuchet, etc.).
Query 2:
When setting up a PD spellcaster (#defcom), is there any way to ensure the caster has gems without actually creating a scenario?
What is the effect of magic richness on PD casters?
Is there a richness setting at which you can be reasonably certain that PD spellcasters will have gems?
Query 3:
I am a little confused about the #castledef command in the Manual.
The Modding Manual definition gives this as a bonus in rebuilding defensive structures when besieged. However, the Unit Database defines an ability that is a Defence stat bonus when in a fort.
Are there actually two different effects, or is this a conflict in source documents? In other words, do the C’tis City Guards have the bonus defined in the current Modding Manual, or do they have some other ability that at present we do not have the ability to mod?
-----------------------------------------------------------
All: Here are a few more ideas...
Guard(+X): The reverse of Berserk. If the unit is wounded and passes a morale check, the number is added to its Strength and Defense, and subtracted from its Attack. It will also never retreat from combat.
The application would be thematic: the Varangian Guards of Byzantium, the bodyguard of the King of Sparta (the 300), etc.
Magic Path Switching Tool: This command would immediately follow a command for random magic path selection. It changes the random path to another path. Example:
#pathswitch 0 6
This example command would turn a Fire path result from the immediately preceding command to a Nature path result.
The application of this switch would be to mold random magic path results along specific lines—for example, allowing the Random Sorcery command to redirect, say, a random Blood magic result to another chance at Astral, or even a Random Elemental result.
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