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December 6th, 2006, 08:53 PM
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General
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Re: The Modder\'s Wishlist
#(type)res needs to go above 100%
Currently units cannot be given more than 100% resistance. Since there are spells which can lower resistances there is a desire for creating units which start with a resistance over 100%.
Otherwise after a few spells no unit can be completely immune unless it's a commander with extra items.
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December 7th, 2006, 02:58 PM
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Second Lieutenant
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Re: The Modder\'s Wishlist
Quote:
NTJedi said:
#(type)res needs to go above 100%
Currently units cannot be given more than 100% resistance. Since there are spells which can lower resistances there is a desire for creating units which start with a resistance over 100%.
Otherwise after a few spells no unit can be completely immune unless it's a commander with extra items.
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If you copystats a unit that already has the resistances you want you can add those 100% on top of the already existing resistances.
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December 7th, 2006, 07:28 PM
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Shrapnel Fanatic
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Re: The Modder\'s Wishlist
Sorry if this is already in here. Just to get this logged into the wishlist...
increase the arrays so that a mod for slot xx can use unit, site, equipment slots xx times 100. So that a mod using slot 75 would have 7500-7599 available. It doesnt have to be locked down. I mean it doesnt have to force that mod to use only those slots.
But if the arrays would allow it, and we can get people doing it voluntarily, It would help avoid clashes. And it would make later changes easier. We could even create a thrid party program that shifts the entire mod over to a different slot easily.
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December 9th, 2006, 06:48 PM
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Major General
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Re: The Modder\'s Wishlist
The nation array itself also needs to be larger, right now there's only room for a dozen custom nations - there are already 14 floating around. I suppose I can segregate mods by era.....
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January 8th, 2007, 04:16 PM
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Re: The Modder\'s Wishlist
Quote:
NTJedi said:
#(type)res needs to go above 100%
Currently units cannot be given more than 100% resistance. Since there are spells which can lower resistances there is a desire for creating units which start with a resistance over 100%.
Otherwise after a few spells no unit can be completely immune unless it's a commander with extra items.
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This has been included within the next patch! 
Thankyou and Double Thankyou Illwinter!
Also I believe a modding request from Endoperez is also included where a nation can be disabled or moved.
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January 10th, 2007, 03:01 AM
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Re: The Modder\'s Wishlist
Niiice! Congratulations NTJedi and Endoperez. Now if they'll just get to my requests sometime this year, we can all relax in the hot tub together.
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January 30th, 2007, 03:01 PM
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National Security Advisor
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Re: The Modder\'s Wishlist
I REALLY, REALLY want tobe able to assign armors to monsters by armor number. We're still stuck to actually typing the armor name, which is pretty damned inconvenient for a whole host of reasons. We can mod them by number, why can't we assign them the same way we assign weapons by number?
Edi
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April 29th, 2007, 03:36 PM
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Shrapnel Fanatic
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Re: The Modder\'s Wishlist
From the progress page...
29th april
* fixed mod command #secondaryeffectalways.
This will allow you to properly use that command rather than being forced to trim it to #secondaryeffect
However it does not appear as if it will be in the next patch.
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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April 30th, 2007, 10:54 AM
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Shrapnel Fanatic
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Re: The Modder\'s Wishlist
30th april
* #clearmagic did not work properly on monsters with more than one magic skill, fixed.
This will save modders from having to use one #clearmagic for each magic zone that a unit has.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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May 3rd, 2007, 03:11 PM
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Re: The Modder\'s Wishlist
I'd like a morale setting of 100 (unless that doesn't already have a purpose). The purpose of the setting would be to have a unit become berserk in battle, but the berserk never wears off, and the unit doesn't grow fatigued.
In other words, the unit can fight independently, but doesn't leave battle, ever, and fights until it's dead.
This would be good for modding certain magical, mechanical, and demonic units that just never, ever stop once they go berserk.
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