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  #1  
Old December 17th, 2006, 06:29 PM
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Default Re: The Modder\'s Wishlist

Weapon effects would be painfully hard to implement from a modder's perspective, when you consider how powerful an earthmeld weapon would be. Their only real use would be to give exclusively to commanders/heroes (Though a charming sword would be cool on an Assassin). If Magic Item modding was improved, though, it would make an awesome addition to that.
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Old December 19th, 2006, 12:20 AM
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Default Re: The Modder\'s Wishlist

This would be a bit different than most of my other suggestions, but it still wouldn't be terribly hard to do. It would be nice if Illwinter made the original unit sprites available for viewing. It would be a great help for copying the 'style' of Illwinter's sprites, and would very much come in handy for those that would, say, want to give Caelum's army different weapons.

I admit to being personally biased here as my entire modding style revolves around modifying the existing sprites, and it's likely not as good in the work/reward department as other ideas, but it's something to consider nonetheless. Sorry for the double-post.
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Old December 19th, 2006, 12:31 AM
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Default Re: The Modder\'s Wishlist

You know, Uninspired, that's a great idea. I want to redo Niefel's units a bit, offer the giants maces, scythes, and flails, since they'd generally be more effective and less expensive for giant humanoids to use against small opponents than axes and swords, for instance.
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Old December 19th, 2006, 02:16 AM
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Default Re: The Modder\'s Wishlist

Ooh! Another one!

This is pretty basic, but it would be nice to have a preset 'entire battlefield' number for AoE commands, (Most notably spell modding) like how Morale 50 equals mindless.
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Old December 19th, 2006, 08:25 PM
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Default Re: The Modder\'s Wishlist

We could also really use the ability to un-restrict spells.
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Old December 19th, 2006, 08:52 PM
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Default Re: The Modder\'s Wishlist

Don't the restrictions disappear if you copy the spell?

Anyway, I'd like the ability to unrestrict pretenders, but that's just a book-keeping headache it isn't something you can't do already.
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Old December 26th, 2006, 10:34 PM
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Default Re: The Modder\'s Wishlist

I'm thinking it would be really nice if we could assign sizes to weapons-for instance a Jotun axe being a certain size. The reason for this is that you could make certain weapons two-handed for certain sized units, while for other units they'd be one-handed. I wouldn't want to do this for every weapon out there, but it might be nice for some magical weapons requiring a certain minimum or maximum size of wielder-hammer of the mountains or gate cleaver needing atleast size 2 or even 3 for instance.
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Old January 6th, 2007, 07:10 AM
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Default Re: The Modder\'s Wishlist

Quote:
UninspiredName said:
Ooh! Another one!

This is pretty basic, but it would be nice to have a preset 'entire battlefield' number for AoE commands, (Most notably spell modding) like how Morale 50 equals mindless.
Use the magic numbers 666 to affect the entire battlefield or 665 to affect 25% of the battlefield squares.
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Old January 7th, 2007, 02:06 AM
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Default Re: The Modder\'s Wishlist

Oh, that is neat, thanks Johan.

Two things - when you give linked randoms using the old syntax (i.e.: magicskill 52 2) they show up as 1 ? on the unit profile sumarry, and I don't think the age calculates correctly. I'm not certain of this since I'm not sure how the age calculation is supposed to work.

Could we have linked custom randoms? I know you don't want to give more than 2 arguments to a command, it could be:
#doublecustommagic <bitmask> <chance>
#triplecustommagic <bitmask> <chance>

Or, you could use the first 7 bits in the custom magic bitmask? They don't seem to do anything, but I might be missing something. I assume that's where the actual internal code stores the % chance, but that's just a guess, as values placed in those bits don't seem to affect it.

Also, random magic with "holy" doesn't seem to work. I know I'm probably the only one who'd use it, but I'd like some units that have a % chance to be priests.

Keep on keepin' it real,
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  #10  
Old November 17th, 2007, 11:53 AM

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Default Re: The Modder\'s Wishlist

Quote:
DrPraetorious said:Also, random magic with "holy" doesn't seem to work. I know I'm probably the only one who'd use it, but I'd like some units that have a % chance to be priests.
Actually I've just run head into this bug and it's stymied somewhat my work on the Chaos Undivided race mod.
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