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  #1  
Old May 6th, 2008, 08:14 PM
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Default Re: Modding shortlist

I wish I could manage the shortlist, but my free time is too unstable to volunteer. My current unpredictable workload could have me unavailable for several weeks at a time. Also my modding experience is not as strong as other modders who have created 5 or more nations.
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  #2  
Old May 20th, 2008, 01:40 PM
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Default Re: Modding shortlist

bump because this topic is important

Here are some of suggestions which will hopefully be considered for future modding.


#HMark {NUM_1 thru NUM_14} = Summoned unit has 1 to 14 levels of a horror mark.

*Usage = Any horrormarked pretender would love to summon some guards with horror marks for protection against unknown horror attacks.

#HaltH {NUM_1 thru NUM_10} = Unit has the halt heretic trait ranging from +1 to +10.
*Usage = Counters against sacred units with strong blessings.

#Wither {NUM_1 thru NUM_10} = Unit loses life each game turn eventually leading to death and regeneration will not work during battle or outside of battle. Loss of life ranges from 1 to 10 per turn.
*Usage = Future trait of a powerful SC which can rival the Tartarian

#Affliction {NUM_1 thru NUM_20} = Unit will arrive with specified affliction and NUM_20 is a random affliction.
*Usage = Allowing units created via mods to start with an affliction to add flavor and possible game balance.

#Curse = Unit arrives already cursed.
*Usage = Balance trait for powerfully created creatures.

#Wandering {NUM_1 thru NUM_99} = Unit has this percentage chance of turning independent each turn. Once independent it wanders into unpredictable provinces.
*Usage = Currently only one summon creature can turn independent and wander... we'd like to see more.

#Mercenary = Unit cannot be removed from its commander... the same as mercenary units cannot be removed.
*Usage = Prevents the usual scenario where leaders with magic are stashed into a castle while their units are passed to a different leader/mage.

#Turns {NUM_1 thru NUM_99} = Battlefield spell will only last specified number of turns during battle.
*Usage = Ability to Nerf and Fix battlefield spells which never end if the caster retreats such as Mists of Deception.

#SumSkill {NUM_1 thru NUM_10} = Grants a unit the summoning skill typically used by Ry'leh.
*Usage = Other nations can be modded to summon a being with the summoning skill thus when capturing Ry'leh's capital they can try the void gate or the magic site "strange house in the mist".

#EventMsg "XYZ ABC" = Spell is linked with a message event which is sent to the owner of the targeted province.
*Usage = Any spell which targets an enemy province can explain to the enemy what's happened.

#Delay {NUM_1 thru NUM_10} = Spell results/effect is delayed for X amount of turns. Can be used for battlefield spells or ritual spells.
*Usage = New Spells can have a delayed effect such as a spell called sun flare which may take 4 turns to reach the battlefield. Ritual spells can also have a delayed effect whether it's flames from the sky or summoning independents which attack a distant enemy province.


#Order " ", " ", " " = Summoned commander has these default orders to follow.

*Usage = Currently only very few commanders arrive with default orders such as Bogus and his men.

====
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Also any improvements for the modding of magic items would be greatly appreciated.

====
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Old May 20th, 2008, 02:16 PM

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Default Re: Modding shortlist

Interesting points. I guess, the mercenary command might be a bit more difficult, depending on how this is coded exactly.

I totally supported the affliction thing, I missed this allready, too.

What do you mean with "Wither". Exactly as written (which is something new), or the "Can not leave it's home province for too long" as we know it from Naiads, etc?


I still miss the one thing I missed in creature modding from the beginning:

#cold <value> and
#heat <value>
Effect should be obviously: same as #cold and #head but not with the fixed power of 3.

And lately again

#onblessspell "<spell name>" | <spell nbr>
The linked spell will effect the creature when it is blessed. Same as the eagle warrior with fly. Might be difficult to generalise to any spell nbr, if the fly effect is a hardcoded special script.
I wish I had more insight into the source code.
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Old May 20th, 2008, 02:49 PM

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Default Re: Modding shortlist

I'd like to able to mod castles. It'd be nice to be able to create new castle options for various nations. (including the number of arrow towers in a castle)

I'd also like to be able to add castles with special abilities (like how that agarthan cave thingy gives darkness). maybe a #onebattlespell for castles.

also castle related: for nation editing; i'd like to able to edit what that nation gets per arrow tower in its castles. I'd like to make a mod where the castle arrows are a significant force for all nations.
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Old May 20th, 2008, 03:35 PM
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Default Re: Modding shortlist

Quote:
Maraxus said:

What do you mean with "Wither". Exactly as written (which is something new), or the "Can not leave it's home province for too long" as we know it from Naiads, etc?


Preferably it wouldn't have a home, thus the command name of wither. A command which provided a home(safety_net) would more appropiately be called #roots {NUM_1 thru NUM_10}. Either way would be nice.
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Old May 20th, 2008, 05:51 PM
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Default Re: Modding shortlist

I'll try to cobble together a modding shortlist starting sometime next week. Can't do it before then due to time constraints.
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Old June 1st, 2008, 04:18 AM
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Default Re: Modding shortlist

#hero1name "Bob" , #hero2name "Walk Away Renee" etc please .

Also, we desperately need the ability to add custom independent unit recruitment sites, and the ability to add new independent population types. Thanks .
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Old June 1st, 2008, 06:16 AM
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Default Re: Modding shortlist

My wishlist :

* A #copy command, and if possible a #onebattlespell command usable for item modding.

* A #scriptedonly command for spells, making AI only cast them if scripted, eventually also giving them an huge value if scripted reducing their chances to be overwrited, or some better commands to alter spell AI behavior for modded battle spells, or some changes in the way AI consider the value of added spells (it looks like some composed buffs get incredible values even if the target is already affected by the same non cumulative effects, and some unusual effects get a so small one they are overwrited even by level 0 cantrips).

#buffs/mallus with limited duration (would be cool if using the cloud effect for limited duration + aoe 0 for a personnal spell could make the "personnal cloud" move with the target, instead of the buff/mallus vanishing when targets move) -probably too much work to implement that just for the few modders who make spells, I just mention it in case it's easily doable, and as it may be the base of a whole category of new vanilla spells
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