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November 29th, 2006, 12:09 PM
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Sergeant
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Re: The Modder\'s Wishlist
You know what would be a much simpler way than having #communicant, #skeptic, #inquisitor etc? What we need is a #ability <monster number> <value> command. If the monster number is that of a Starspawn, it would give a summoning bonus. (Equal to the value) If the monster number was a Spy, it would give an 'increase unrest' command while sneaking. If the number was that of a Pan, it would give you a large about of <value = monster number>s every turn (Provided your Turmoil scale was good). That way, absolutely no command is missing for unit mods.
Unfortunately, this would be a huge pain to code unless you're working from scratch. I'll suggest this again when someone makes a 'Dominions 4 suggestions' thread. 
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November 30th, 2006, 11:05 PM
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Corporal
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Re: The Modder\'s Wishlist
In weapon modding, a #fireweapon <weapon number> command, to define what weapon to switch to when enchanted by the Flaming Arrows spell.
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December 1st, 2006, 12:28 AM
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Sergeant
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Re: The Modder\'s Wishlist
This one's sort of glaring. We need a range: strength option for projectile weapons.
And an option to make our own mercenaries would be nice.
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December 1st, 2006, 07:39 AM
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General
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Re: The Modder\'s Wishlist
Endoperez, I read your synopsis (I'm assuming it's a synopsis of the thread so far, for ease of reference for the Developers) and while you seem to have listed my request, in a way, what I actually would like is the ability to increase the number of magical paths (as in Earth, Air, etc) to 27 and name those new paths. Also to add more types of gems (27), to rename all types of gems, and to add graphics for new gem types. And then to change the names of magic schools, such as Thaumaturgy etc, and add new schools (not sure how many). If it wasn't your intention, that's fine, in which case I'm content to clarify what I was asking for, since it's admittedly a little unclear. Thank you!
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December 1st, 2006, 02:36 PM
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Major General
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Re: The Modder\'s Wishlist
In addition to starting insanity scores, I'd like
#horrormarked <value>
#cursed
#affliction <bitmask> <chance>
I want to give horrormarked units as bodyguards - it's an advantage for the bodyguards of a horrormarked mage to be horrormarked themselves, clearly.
The affliction "power" would be the one that praetorian guards have - also certain pretenders. You give a bitmask for which afflictions the unit can start with, and then a chance of getting one of those afflictions.
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December 1st, 2006, 06:46 PM
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Sergeant
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Re: The Modder\'s Wishlist
Good call on the horror marked guards, DrPraetorious.
I'm with UninspiredName on the mercenary modding, that would be a lot of fun!
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December 1st, 2006, 08:21 PM
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Re: The Modder\'s Wishlist
Quote:
zepath said:
Good call on the horror marked guards, DrPraetorious.
I'm with UninspiredName on the mercenary modding, that would be a lot of fun!
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I agree with the mercenary modding where we can add new mercenaries and change existing ones.
Also the #horrormarked would be very useful because horrors are very nasty in dominions_3 and being able to summon monsters with horror marks would be in big demand.
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