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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

 
 
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Old August 1st, 2007, 06:12 AM

sube sube is offline
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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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