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  #1  
Old April 20th, 2007, 05:00 PM
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Default Re: The Modder\'s Wishlist

The idea was for monsters. Opening it up for magic items was just me being optimistic.
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  #2  
Old April 20th, 2007, 05:15 PM
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Default Re: The Modder\'s Wishlist

Quote:
UninspiredName said:
The idea was for monsters. Opening it up for magic items was just me being optimistic.
Actually, I think it's easier to get it for items than for monsters. For cast-at-the-beginning spells, there are few uniques and/or high-end summons like the Goat Sun (Heat From Hell), and numerous items (Staff of Storms, Banner of the Northern Star, The Sword of Aurgelmer...) For cast-every-turn creatures, I can't think of any, but there are multiple items (Spirit Helmet, Soulstone of the Wolves, Pelt of Fenrer). For cast-when-hit, it's a property of the weapon used and thus available for magic weapons just as easily as for creatures using custom weapons. Units don't cause special things when they kill, but one of the Twin Spears does. Units can't do much more than change shapes when they die, but items can cause various effects (Amulet of Vengeance, Crystal Heart/Elixir of Life).
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Old April 20th, 2007, 06:48 PM
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Default Re: The Modder\'s Wishlist

I'd like the ability to tie summons (such as Ermor Ashen Empire) and other spells/abilities (such as LA R'lyeh's insanity ability and C'Tis Miasma effect) to Dominion

To get specific for my own uses: Dominion that creates carrion-beings and Dominion that creates the weird critters you get when you use cross-breeding. Maybe even Dominion that gives you different kinds of animals.

Along these same lines, I'd like to be able to create a spell that summoned one of several different creatures, so as to create this kind of spell-I'd like to do a couple of demon ones, sometime.
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Old April 22nd, 2007, 09:41 PM
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Default Re: The Modder\'s Wishlist

There's Shuten-doji for cast-a-turn and a few that self-destruct upon death, but I see your point. Okay, magic items it is.
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Old April 22nd, 2007, 09:46 PM
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Default Re: The Modder\'s Wishlist

I wish for the ability to classify units as a certain type using a mod command, and having a second command that you can assign to a unit that gives units of the type a bonus in combat.

An example of what I am talking about would be as follows:


Give a unit
#unittype "Elf"

Then give a commander

#unitcom "Elf"

The outcome would be that when the commander is within a certain radius of units of type "Elf" on the battlefield, those units would receive a small boost to morale, attack, defense, and maybe precision.
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Old April 22nd, 2007, 11:46 PM
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Default Re: The Modder\'s Wishlist

Quote:
I wish for the ability to classify units as a certain type using a mod command, and having a second command that you can assign to a unit that gives units of the type a bonus in combat.
An example of what I am talking about would be as follows:

Give a unit
#unittype "Elf"

Then give a commander

#unitcom "Elf"

The outcome would be that when the commander is within a certain radius of units of type "Elf" on the battlefield, those units would receive a small boost to morale, attack, defense, and maybe precision.
I have been asking for generalization of that idea since Dom2. Permanent fields (like disease cloud thats already in the game) for spells, for leadership, for damage etc.
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Old April 23rd, 2007, 02:27 AM

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Default Re: The Modder\'s Wishlist

I'd really like to be able to mod darkvision as a value. I'd also like to be able to mod different forms in and out of water using unit numbers - just as the mermen, wet ones, capricorns etc have.

You could extend this to not just water but other terrain types - for example a unit which changed to a stronger form in a forest or a unit that gained flying when in a mountainous province (think gliders of some kind).
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