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  #1  
Old July 31st, 2007, 09:52 AM

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Default Re: Modding reanimating priests

Oh, maybe copystats won't work then if it's a nation property.

It's a very useful thing in general though I reckon.
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  #2  
Old July 31st, 2007, 02:38 PM

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Default Re: Modding reanimating priests

Copystats won't work.

How can you not be a fan of it though? There's so much stuff that simply couldn't be done without it.
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  #3  
Old July 31st, 2007, 03:02 PM
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Default Re: Modding reanimating priests

Moddable reanimation lists and the #undeadnation tag becoming moddable might be options. The first one is something Kristoffer says would be useful (so is an actual possibility if JK agrees) and the second is essentially no different than the #underwaternation, #dyingdom and #bloodnation tags if it's enabled, so they might happen.

I'm meaning to compile a list of mod-related stuff for improvement suggestions and we'll see where that gets us. HOWEVER, it is NOT going to be any major stuff, mainly small tweaks to existing mod commands (such as getting values for heat and cold auras etc) and things like the #undeadnation thing becoming available. If there is a future patch where more attention is paid to modding, such small things might appear there.

What are the most pressing problems aside from the known non-functional things, stuff that would ease some modding?
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Old August 1st, 2007, 12:44 AM

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Default Re: Modding reanimating priests

#Darkvision (1-100) as a tag would clean up a lot of my code.

#clearequip would be very useful for getting rid of bonus attacks from copystats.

#spellstart or something to specify a spell cast when the monster enters combat would be very, very useful. You could have gods that auto bless, creatures that autosummon some allies to fight with them,.. creatures that always cast storm. Very interesting.

There are more, but mostly it's getting stuf that's broke working that would make a big difference for me.
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  #5  
Old August 1st, 2007, 01:59 AM

quantum_mechani quantum_mechani is offline
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Default Re: Modding reanimating priests

Quote:
Sombre said:

#spellstart or something to specify a spell cast when the monster enters combat would be very, very useful. You could have gods that auto bless, creatures that autosummon some allies to fight with them,.. creatures that always cast storm. Very interesting.


This would indeed be astoundingly useful.
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  #6  
Old August 1st, 2007, 06:12 AM

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Default Re: Modding reanimating priests

Quote:
Sombre said:
How can you not be a fan of it though? There's so much stuff that simply couldn't be done without it.
I agree on that, #copystats is needed and you just have to use it sometimes. I don't like it that much because it's an indirect way of modding, the code is much more clear and also more powerful when you use direct commands. So i always keep as a very last resource.

As for new modding commands... What about more armor modding? There is a lot of stuff for weapons, but not much for armor. A few quick examples could be:

#magic: can't be damaged by some spells
#effect <effect>: awe, fireshield, etc
#fireres X, #poisonres X etc.
#icearmor: Caelum-like armor
etc.

(well actually some of these may be more suited to magic item modding)
However, I don't know if this stuff can be considered as "small tweaks".

Ah and there's not yet an #inquisitor command, right?
Also, a command to send unit on automatic berserk (rather than wait to be wounded and pass the test)
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Old August 1st, 2007, 06:18 AM
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Default Re: Modding reanimating priests

#icearmor is a property of the monster, not the armor, so that could not be added to armor modding. Similarly, awe, fireshield, resistances and other such special abilities are properties of a monster, not armor, so the same applies.

The magic effect for armor is nice, but I'd settle for being able to mod armor by number and also assign armor to monsters by number in mods, which would be the most significant improvement there.

Adding effects to ITEMS, now that would be nice, but it is not a very trivial addition compared to e.g. getting #darkvision <nbr> or having #cold changed to #cold <nbr>.

The #inquisitor and #autoberserk ideas are good.
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Old August 1st, 2007, 06:02 PM

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Default Re: Modding reanimating priests

A few more:

Nation modding:

- Only 5 heroes are enabled now (#hero1 ... #hero5), can it be extended to 10 (or whatever)? Heroes can be fun

- A command to mod the gcost for a nation temple (like Man and Pangaea which have temples for 200g rather than 400

- A command for a dominion that kills people like Ashen Empire, #deathdom <intensity> (this one many not be quick to implement though)

- #castlegold <bonus>: similar to #castleprod but here the bonus is gold, not resources

Unit modding:

- Now only #domsummon, #domsummon2 and #domsummon20 are available. Is it possible to have a bit more granularity? (e.g. #domsummon3, #domsummon5 etc)

- Something like #affliction <affliction id>. Forces a unit to have a specific affliction, chosen from a lookup table (like the Odin pretender for instance, who always has lost an eye)
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Old August 2nd, 2007, 12:56 AM

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Default Re: Modding reanimating priests

#summon1 and #summon5 are available, but not #summon2, #summon3 etc. Same deal as #domsummon really.

A #unique tag would also be quite useful.
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  #10  
Old August 2nd, 2007, 05:22 AM

sube sube is offline
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Default Re: Modding reanimating priests

And also:

- #nodrain: this unit's research is not affected by drain scale (just like a Ulm smith)

- #patrolbonus is not yet implemented right?

- #seasonal <season>: unit gets extra hp during a specific season (like winter wolves, simmer lions, red guards etc)

And i had a fourth one too, but right now i can't remember what was it. Damn old age...

Edit: Ah yes:

- #heroname <name>: forces a hero to have a specific name
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