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  #1  
Old August 16th, 2007, 01:04 PM

Sombre Sombre is offline
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Default Re: The Modder\'s Wishlist

It doesn't need to track commanders, it's just a flag when they're built or GOR'd. Units can have leadership values that they don't use unless they're commanders, magic paths etc - adding in an #entryspell command would be the same. No technical problem there at all - I'm just saying they shouldn't/couldn't use it if they were regular troops. If you wish for one of those guys that autocast darkness or communion slave or something at the start of battle, I suspect until you GOR them it won't autocast.

If it does, well that's a small problem, because if you gave the autocast ability to a troop you could mass like 100 plus of, the game would probably crash or something.
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Old August 18th, 2007, 10:46 PM
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Juzza Juzza is offline
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Default Re: The Modder\'s Wishlist

I'd love to see the ability to add a thing like the "Rage" spell so you could have say, a caged creature that gets set lose onto the enemy army.
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  #3  
Old August 19th, 2007, 08:52 PM

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Default Re: The Modder\'s Wishlist

You mean a "#goneberserk" comand for new creatures? Sounds nice.

I was just looking, if you could do that via magic items (armors). Since magic items can have spells on them and you can give an armor to a creature so that it does not drop, that sounds like a plan to give it a Rage spell for itself.

But then I had to see, that the only things you can set for magic items at the moment are the research and cost of the currently available magic items.



Well, looks like I'm in the right thread here:

I'd like to see modding comands for new magic items:
#newmagicweapon <weapon id>
#newmagicarmor <armor id>
#newmagicitem
#castspell <spell id> (This spell can be used at a fatique cost of 5)
#autospell <spell id> (This spell is cast at the beginning of each battle)
#...
Every unit command (except for name description and maybe a few else) should be aplyable to items, too. And obviously give that property to the wearer of the item.
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Old August 19th, 2007, 10:05 PM
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Default Re: The Modder\'s Wishlist

Is there a way to add items other than weapons/armor to a unit? Say amulet of vengeance, for example
?
Also, is there a way to add a castable spell to a unit, so the unit will be able to cast that spell without the required paths?
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Old August 19th, 2007, 10:50 PM

Maraxus Maraxus is offline
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Default Re: The Modder\'s Wishlist

When setting independants on a map, you can equip them with any kind of magic items.

But in the creature entry - I don't think so.

However I don't think it should be to hard to make this modable. It seams, there is no inherent diffrence between armor and other non-weapon items, except for the fact, that armors and helms tend to have protection more often (but there are both kinds of exceptions: Robes and bracers), and protection from items is diffrently applied to torso and head, depending on the slot of the item.

One phrase I was told in the forum of another game: Don't say what <the gamedesigner> can or can't do, unless you are <the gamedesigner>.
However, I hope they look at this at some time and check if they can make such a thing available. I have something in mind that dire needs something like that.


About the second question: No, not possible.






And since this is the modder's wishlist, let me add a think I'd like to see:

-Currently when going above the maximum number of special abilities (14 or something), the latest just get skipped silently. I'd like to see an error message like "Unit name: To many special abilities" or something, instead.

Minor Wishs:

-#AirShield <percent> for units (self-explaining)
-#Affliction <"name"> for units (to start with afflictions like the Forge Lord or the Allfather)
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