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  #1  
Old February 26th, 2007, 06:26 PM
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Default Re: The Modder\'s Wishlist

Another summa might be nice, I'm worried that I'm repeating prior requests.

I want to be able to give units the following passive powers -
* dominion spread (as Juggernaut)
* prevent bad events (as fortune teller, lady of fortune, and so forth.)
* reduce unrest (as lady of love)

I've been trying to work around these with #copystats and it just isn't working.
Oh, being able to give units the "fly in storms" ability would also be nice (and would partially work around the above.)
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  #2  
Old March 4th, 2007, 10:05 PM
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Default Re: The Modder\'s Wishlist

Okay, now that I've go spell-modding mostly figured out:

* Spells have a secondary spell-effect field. I'd like to be able to mod that.

* Call of the Winds and Angelic Host somehow know that they are lead by a Great Hawk and an Archangel, respectively. I assume that this data is stored in the respective units - so I'd like a unit mod command something like:
#followerof <unit #> | "<unit name>"

* Hidden in Snow somehow knows to cast three other spells - one of them 0-2 times? However that works, I want to be able to do it too. Are the Unfrozen Mages somehow specified by the Unfrozen Warrior unit?

* It would be nice to be able to create our own lists of uniques for use with effect 10089. This supersedes my earlier, unrealistic request for unit-pools.
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  #3  
Old March 5th, 2007, 04:44 AM
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Default Re: The Modder\'s Wishlist

The ability for expanded modding of nation characteristics would be great. Currently, if the mod manual is to be used as the guideline, it is possible to clear a nation of all specials but not possible to reinstate things like undead reanimation for priests (Lanka, Ermor MA) and some other things. Or add them to a completely new nation.

I suppose an #undeadnation command, similar to the #uwnation and #bloodnation commands would do that (info for board members: the undeadnation characteristic exists and is responsible for the weird undead leadership values on Lanka units).

Being able to assign armor to units by armor number (like weapons can be assigned by weapon number) is another favorite, because it would help modding considerably.

Edi
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  #4  
Old March 5th, 2007, 07:16 AM
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Default Re: The Modder\'s Wishlist

I think you can reanimate undead with a regular nation if your priest is demonic or undead himself.
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  #5  
Old March 5th, 2007, 08:21 AM
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Default Re: The Modder\'s Wishlist

Yes, you can, but the whole point is getting regular non-undead, non-demonic priests to be able to reanimate. Like Lanka and Ermor Broken Empire do.

Edi
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  #6  
Old April 14th, 2007, 03:09 PM
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Default Re: The Modder\'s Wishlist

Quote:
DrPraetorious said:
I want to be able to give units the following passive powers -
* dominion spread (as Juggernaut)
* prevent bad events (as fortune teller, lady of fortune, and so forth.)
* reduce unrest (as lady of love)

They will appear in the upcoming patch.
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  #7  
Old April 15th, 2007, 05:46 AM
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Default Re: The Modder\'s Wishlist

I dunno if this has been suggested yet, but weapons modding is missing a #dt_magic (alternatively #dt_drain) which does extra damage to magical creatures, like the moon lance, moon swords, elf bane, and mage bane.
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  #8  
Old April 15th, 2007, 06:11 AM
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Default Re: The Modder\'s Wishlist

Elf Bane doesn't deal double damage to magical creatures, they cause a special effect of "slay magic" that is resistable effect that kills a magic being.

Any way, yes, that WOULD be nice.
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  #9  
Old April 15th, 2007, 08:05 AM
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Default Re: The Modder\'s Wishlist

THE MODDERS' WISHLIST

Updated again. I'm leaving, again, for a week later today, so I'd appreciate quick corrections to any mistakes. Also, don't expect a new flood of suggestions to be added to this before next week.

Updates:
15.4.2007

one more:
* pop-dying and dominion-spawning as nation-modding commands


* ability to add and/or rename Ages
* A lengthy suggestion about mutations
* ability to mod bless effects

* All modding commands could also use a #copy command, so #copyweapon
* #dt_magic to cause double damage to magic beings

* #undeadnation, as Lanka/ MA Ermor/ LA Ermor ability (priests have undead leadership etc)
* suggestion for pretender-modding format (#selectnation, #clearpretenders, #addpretender)

* increase maximum unit, site, weapon, armor, spell etc array maximums so that making a nation nr XX would use unit numbers XX00 to XX99, spell numbers XX00 to XX99 etc.
* increase nation array so that more than about a dozen modded nation can be played at the same time
* increase the number of sprites that can be added in mods, looky

* ability to create custom linked randoms (W3S3 2xWESD Aboleths for EA! )
* ability to create units with custom random having Holy in it (units that are sometimes priests)
* ability to define units' armor by number
* #reinvigoration doesn't work
* ability to make a unit (Vastness) immune to disease and/or afflictions in general
* #siegebonus fixed April 14th (for next version)
* #spreaddom, #nobadevents, #incunrest for Juggernaut domspread, Fortune Teller bad event preventing and Lady of Love unrest-lowering abilities, April 14th (for next version)

* ability to create new magic items with new sprites
* ability to restrict e.g. Gate Cleaver or Hammer of the Mountains to size 2 or bigger units, or the make handedness dependent on size of a unit (Gate Cleaver 1-handed for big creatures)
* ability to initiate spell-effect at the beginning of battle, every turn of a battle, every time an enemy is hit, every time an enemy is killed, when the unit dies, when a unit dies, etc. I'm not sure what UnsinspiredName wanted this to affect, but I'm putting it into Magic Item modding.

* being able to duplicate Unfrozen and/or Crossbreeding
* ability to make spells cause events in target province (custom events with just text would be awesome)
* making the secondary spell-effect field moddable
* spells that summon both units and commanders being moddable
* ability to make new spells that summon new unique creatures




Implemented, but bugged

* #specialeffectalways doesn't work at all
* #reinvigoration doesn't work


Requested mod commands


Magic sites

* It isn't possible to make sites that let everyone recruit the units. #com and #mon commands are needed in addition to #homecom and #homemon.
* All modding commands need #clear or similar command. #clear for sites and weapons are missing.
* command for summoning creatures when a mage enters a site
* command for casting a spesific ritual when mage enters a site
* unrest for magic sites
* modding commands for the dungeon sites

Weapons

* A way to make ranged weapon be affected by Flaming Arrows. #fireweapon (wpn nbr) to spesify what weapon is used when new weapon is affected by Flaming Arrows was suggested.
* A way to set #range to Strength, for thrown weapons. I think it's #range -1, but #range is restricted to 0 and up.
* All modding commands need #clear or similar command. #clear for sites and weapons are missing.
* All modding commands could also use a #copy command, so #copyweapon
* #dt_magic to cause double damage to magic beings


Units

* ability to define units' armor by number
* ability to make a unit (Vastness) immune to disease and/or afflictions in general
* #horrormarked <value> - unit starts with horror mark
* #cursed - unit starts with curse
* #affliction <bitmask> <chance> - unit starts with affliction(s) chosen from a list
* ability to make units immune to Horror Mark or Curse
* #insanity
* #lure
* #skeptic

* #inquisitor
* #communicant, as Theurg Communicants' ability
* ability to spawn units of spesific type (Pan->Maenads), under various restrictions (scale and/or terrain mask)
* ability to get free units (bodyguards) in battle, e.g. Dai Oni and their wolves
* scale sensitivity, e.g. Ice Devils and Burning Ones are affected by temperature
* a command that makes a unit ccast one spell, targeted at the unit itself, in the beginning of the battle to simulate e.g. Communion Slave
* units that disappear after one battle, such as Gladiators
* a command to make an unit move independently around the map, as Eater of the Dead


Spells
* Moddable bonus to number of effects from spells, from Crossbreeding to Summer Lions to Magma Bolts
* being able to duplicate Unfrozen and/or Crossbreeding
* ability to make spells cause events in target province (custom events with just text would be awesome)
* making the secondary spell-effect field moddable
* spells that summon both units and commanders being moddable
* ability to make new spells that summon new unique creatures



Nations
* free units in forts (with terrain mask), in areas of high dominion, under spesific scales...
* a #multihero that only appears one at a time; the second one only comes after the first has died
* moddable nation-spesific undead
* command for giving the same pretender to multiple nations without copying him a dozen times
* command to make a nation that doesn't have one or more of the default pretenders
* a way to name heroes!
* ability to use custom pics for temples
* #undeadnation, as Lanka/ MA Ermor/ LA Ermor ability (priests have undead leadership etc)
* pop-dying and dominion-spawning as nation-modding commands

Magic items
* #mainlevel 0 for making an item require level 1 mage, but take only 1 gem
* #spell for items, to make commander cast spesific spell
* #ritual for items, to make commander cast spesific spell in main map
* magic res and elemental/poison resistances for items, both positive and negative
* commands for affecting stats of the commander using the item: +/-att, def, prot, hp, enc, ap, even size...
* ability to initiate spell-effect at the beginning of battle, every turn of a battle, every time an enemy is hit, every time an enemy is killed, when the unit dies, when any unit dies, etc
* ability to restrict e.g. Gate Cleaver or Hammer of the Mountains to size 2 or bigger units, or the make handedness dependent on size of a unit (Gate Cleaver 1-handed for big creatures)
* ability to create new items with new sprites


Misc
* commands for changing the costs of labs and temples, and fort modding commands with gold cost, time requirement and layout (the battlefield used).
* Poptypes modding - recruitable units, defenders, era, rarity
* ability to mod bless effects
* mercenary modding - commander, his name, items/gems, exp; unit type, nr of units, exp; ages the group is available in, recruit cost, nation bonuses
* commands for changing Magic/Drain effect on magic resistance and spellcasting encumberance.
* general mod command for changing the chance of events on common/rare setting
* Age-restricted mods that don't affect games of other ages. A modding command, but more for ease of use than to changing things.

* Few more lengthy suggestions
* another complicated suggestion




Requested mod-related features
Generally these are changes I think would require either a enw mechanic or a change in the hard-coded underlying mechanics of the game. I could be wrong about the severity of the change.

* nation-spesific items
* There should be a map command for a required mod that has to be enabled to play the map.
* themes back, and made moddable
* Three lengthy suggestions
* more hero slots
* a one-time shape change to another unit after reaching a unit reaches a spesific age
* masks working in hexadecimal as well as decimal
* Some way to use #copystats without getting unwanted features. Blank units with just #seduce, #lure, etc various commands that currently can't be added were suggested.
* ability to add custom sound effects
* ability to rename (and/or add) magic paths, to change the icon, the pic of gemtype, the pics of sites, the names of schools...
* increase maximum unit, site, weapon, armor, spell etc maximums so that e.g. making a nation nr XX would use unit numbers XX00 to XX99, spell numbers XX00 to XX99 etc.
* increase nation array so that more than about a dozen modded nation can be played at the same time
* increase the number of sprites that can be added in mods, looky
* ability to add and/or rename Ages
* A lengthy suggestion about mutations
* commander for reversing the old age parameters (-5% hp to +5% hp) (and for negating old age afflictions).
* Effect of experience stars: #hp, #str, #att, #def, #prec, #mrl, #enc, #mr, #xp [required to reach a spesific level, 15 for first star]



Suggested and implemented

* The ability to change spell names and descriptions as well as spell modding in general
* It isn't possible to add new national spells that have to be researched.
* It should be possible to find out numbers of magic items. Shift+I.
* commands for changing units' ages
* #animalawe
* #summonallies [amount] [unit name/nr] as #summon1 and #summon5 and #makemonster1 to #makemonster5
* #seduce, #succubus
* #charge for weapons
* #aoe with special numbers that affect whole battlefield 665,666...
* Resistances can be modded to exceed 100%.
* can disable nation with #era 0.


* #siegebonus fixed April 14th (for next version)
* #spreaddom, #nobadevents, #incunrest for Juggernaut domspread, Fortune Teller bad event preventing and Lady of Love unrest-lowering abilities, April 14th (for next version)




Suggested forms

Experience modding:
#xplevel [1 to 5 stars]
#hp, #str, #att, #def, #prec, #mrl, #enc, #mr, #xp [required to reach a spesific level, 15 for first star]

Changing the pretenders available to a nation:
#selectnation 0
#clearpretenders
#addpretender "Prince of Death"
#addpretender "Drakaina"
#addpretender "Vampire Queen"

Updated to reflect things already implemented so a new shortlist is easier to make. ~Edi
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  #10  
Old April 15th, 2007, 11:02 AM
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Default Re: The Modder\'s Wishlist

What about various population-dying effects, like LA Ermor and LA R'lyeh?

Quote:
themes back, and made moddable

Is pop-dying falls under themes?

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