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  #1  
Old June 12th, 2008, 07:01 PM

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Default Re: Modding shortlist

Being able to set separate underwater/overland PD and recruitment options (hardcoded for some existing nations) would be useful, even if only for tweaking the existing nations.
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  #2  
Old June 13th, 2008, 02:16 AM
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Default Re: Modding shortlist

NT Jedi, I'll take a look at those. The affliction one is already in the list as #affliction <bitmask> <chance>. Adding a #voidsummon <value> command would be in line with the existing theme of unlocking stuff, so that one is in.

The mercenary thing is different, I have no idea what kind of special hardcoding there is for the mercenary companies and how easily it could be unlocked. So that would probably need its own subsection. Hence it will be evaluated after my vacation. Everything else on your list is spell modding and will thus be likewise postponed.

We're likely to get feedback on the shortlist from JohanK when he starts using it, which will help shape how it develops. After this initial frenzy of listing things, the followup is going to be slower. Both because it deals with sections that are unfamiliar to me and because it involves a lot of new mechanics from what I can see, as I outlined in my previous post.
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  #3  
Old June 13th, 2008, 03:03 AM
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Default Re: Modding shortlist

I've chopped up the modding list into discrete posts such as was done with the buglist. It makes managing the thing easier.
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  #4  
Old June 26th, 2008, 08:14 AM
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Default Re: Modding shortlist

Added #custommagic modification wish to the list, so that linked custom randoms would be possible.
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  #5  
Old February 10th, 2009, 12:07 PM

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Default Re: Modding shortlist

Extended Random Events.

The current random events are limited to 4. Rather than change the code, I'd like to extend it, and I'd like to make it user moddable.

The idea I envision is that these extended luck events are an additional luck event that would only occur after they become turn eligible, and only if provinces have been denied luck events due to the 4 cap.

(Actually, I'd prefer to change the whole mechanism, but this might be easier or a good first step).


I'd like random events to draw from a list (preferably text) like mercenaries do.

Something like the following format:

ScaleMask: ABCDEF Where each ABC... are numbers corresponding to scales.

Terrain Mask: Bit Map corresponding to required terrains.

CommanderSummon1: Commander Summoned.
CommanderSummon2: Ditto.
UnitSummon1: Unit number summoned.
UnitNumbers: How many to summon.
UnitSummon2:
UnitSummon3:

SpellCast: Spell number
SpellParam1:
SpellParam2:

ChangeScale: Mask to change scales. So for example 100000
would increase Turmoil 1.


CapitolEligible: Can this event occur on the capitol province.

TurnStart: What turn the event can occur on.
TurnEnd: What turn the event can no longer occur on.
EventMsg: Text to be displayed on players screen

TempleLabFort: 3 bit mask. 1 turns on, 0 turns off.

AddSite: Site Number.
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  #6  
Old February 13th, 2009, 02:21 PM

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Default Re: Modding shortlist

#airbreath

Give a unit the ability to let water breathers breath on land.
Alternately it you could use a negative number with waterbreath


Also, it would be nice if all tags could be used on magic items and sites. Enter to gain water breathing, for example

But J/K and KO - I really think you have seen the enthusiasm of modders. If you opened up the primitives so others could extend with code.. .I think popularity would continue to cincrease as others cotiued to extend the game. So that would be my number 1 choice = )
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  #7  
Old February 13th, 2009, 02:44 PM
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Default Re: Modding shortlist

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Originally Posted by chrispedersen View Post
Also, it would be nice if all tags could be used on magic items and sites. Enter to gain water breathing, for example
I don't think there will be tags for all the effects there are, ever.

But I'd like to have a variable tag for effects on items and units. I know about pretty much all the effect IDs and what they do, and I'll document them so that modders can use them. That would instantly open up some really interesting opportunities for modding.
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  #8  
Old February 16th, 2009, 05:31 AM

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Default Re: Modding shortlist

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Originally Posted by lch View Post
Quote:
Originally Posted by chrispedersen View Post
Also, it would be nice if all tags could be used on magic items and sites. Enter to gain water breathing, for example
I don't think there will be tags for all the effects there are, ever.

But I'd like to have a variable tag for effects on items and units. I know about pretty much all the effect IDs and what they do, and I'll document them so that modders can use them. That would instantly open up some really interesting opportunities for modding.
I'm having problems with effect 137.. I can't seem to make it entangle with aoe.
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  #9  
Old February 19th, 2009, 04:30 AM
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Default Re: Modding shortlist

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Originally Posted by chrispedersen View Post
I'm having problems with effect 137.. I can't seem to make it entangle with aoe.
I'm not sure if we're talking with the same terminology here, but for me entangle like given by the Vine Shield is effect number 128, while 137 is used by items for assassination attempt. I didn't look into what the spells use yet.
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