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June 2nd, 2008, 08:14 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Modding shortlist
I don't have time to curate such a list atm, but would be happy to do so in priciple, maybe a month down the line if no-one else has done so.
The crucial distinction we'd need to draw, I think, would be between requests for modscript implementation of existing functionality, and requests for new functinoality.
All else being equal, a mod script command to implement an existing game feature is going to be pretty straightforward.
New features may be more entertaining but in any case are going to take, all else being equal, a lot more work to implement.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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June 3rd, 2008, 03:01 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Modding shortlist
I'll be taking this up soon. I need to get the 3.17 DB up to snuff and release it, which is going to take a while since there will be formatting changes that translate to formula changes, which are a pain in the arse.
I expect I could get a preliminary modding shortlist done by the beginning of July and then maintaining that would not be a lot of work. It's getting it done in the first place that is. I've been busy with RL stuff that I got rid of last night finally, so this leaves more time for this.
DrP's point about categorizing requests is important. With good design of a shortlist, it will be easy to do. I expect that we will also hear from Illwinter on what they would like and where they want the modding shortlist to go.
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June 8th, 2008, 08:36 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Modding shortlist
I'm happy to help however I can.
I think we need to be fairly clear about which features are a priority amongst modders. A #unique tag for instance isn't a major priority because it's not going to be used that often and it can be simulated using copystats with very few side effects. Assigning a number value to the #cold and #heat auras on the other hand is somewhat higher priority.
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June 9th, 2008, 01:40 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: Modding shortlist
Yep. Heat and cold with value, armor assignment by number, the already suggested #heroX <nbr> "Name" would be great. There are some other things that would make nation modding and moving them around different eras a lot easier, but that would mainly apply to the existing nations and modifying the current source code so that brief, summary and desription were tied to nation number.
I'll draw up a preliminary list at the end of June. This week will be spent finishing up 3.17 DB and then restoring an upgraded Better Independents mod, perhaps also restoring the Faerun map. The next week I'll be on vacation and offline.
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June 10th, 2008, 08:20 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Modding shortlist
Thanks for compiling the list Edi. A couple things that seem to be missing:
Magic site:
#adventure <number> As in city of the damned.
Poptype:
#selectpoptype <nmbr>
#clear
#addreccom <name or number>
#addrecunit <name or number>
#terrain <mask>
#rarityera1 <value>
#rarityera2 <value>
#rarityera3 <value>
Monster modding:
#drainpower As in coldpower but with magic scale
Also, the #battlesummon suggestion seems fairly low priority given it can be done with #onebattlespell.
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June 11th, 2008, 01:46 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: Modding shortlist
You're welcome. I threw that list together late yesterday evening, so it's not complete yet. For example, poptype modding is missing so far, but your suggestions for that look good.
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June 11th, 2008, 02:48 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Modding shortlist
Great! How would you like the suggestions organized?
Weapon modding:
Range: -1 is range: strength, so that's very easy. If other ranges are -2 and -3, they're just as simple to add.
#copyweapon would be useful. You could copy a special effect like Steal Strength and add another special effect to it without giving Shades a big boost.
Showing the mod's title instead of a banner if there's no banner.
Spell modding:
* More spell id numbers
* More spell descriptions available (they cut out at 1000, spells at 1023, or at least something pretty similar).
* #newspell <nr> in addition to #newspell. This would let us properly use modded #onebattlespells. Alternatively, having #onebattlespell work with the NAMES of the modded spells would also work if that's easier to implement.
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