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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 June 13th, 2008, 02:59 AM
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Default Weapon & Nation Modding

WEAPON MODDING
  • Possibility to set weapon range to Strength, strength/2 or strength/3 like javelins, throwing axes and boulders perhaps using #range -1...-3?
  • #clear for clearing weapon
  • #copyweapon [weapon nbr] This command does not exist currently. Copies weapon to currently selected/created weapon, which would allow copying special weapons and then modifying them without boosting creatures that possess the source weapons
  • #mrnegates Makes the effects of the weapon resistable via MR.
  • #mrnegateseasily Makes the effects of the weapon resistable via MR, with a bonus to the monster's MR for resistance purposes.
  • #dt_small Weapon does triple damage against beings smaller than the creature attacking them.
  • #dt_large Weapon does double damage against beings larger than the creature attacking them.
  • #dt_construct This command does not exist currently. Weapon does double damage against lifeless creatures.
  • #dt_magic Weapon does double damage against magic beings.
  • #dt_magiconly This command does not exist currently. Weapon only affects magic beings.
  • #dt_demononly Weapon only affects demons.
  • #dt_undeadonly This command does not exist currently. Weapon only affects undead creatures.
  • #dt_constructonly Weapon only affects lifeless beings.
  • #mind Weapon has no effect on mindless beings.
  • #dt_raise If target is killed, he will be turned into a soulless servant

NATION MODDING
  • #undeadnation This command does not exist currently. It would allow setting the #undeadnation flag that e.g. Lanka and Broken Empire Ermor have, which allows priests to reanimate undead and gives 15 undead leadership per holy magic level. Currently not moddable.
  • #hero1...6 [nbr] "name" This would be a modification of the existing #hero1...6 command and would allow the modmaker to set specific names for the heroes of a nation.
  • #clearpretenders This command does not exist currently. Clears a nation's pretender list, much like #clearrec clears recruitment list
  • #addpretender [monster nbr] This command does not exist currently. Adds the designated monster as a pretender god to the nation, would need a check that unit must have #startdom and #pathcost commands implemented. This would allow completely customizable pretender lists for each nation. Alternative implementation would be having moddable pretender lists that could be assigned to nations, which would cut down on mod micromanagement, but could be more complex to implement.
  • #killingdominion [multiplier] This command does not exist currently. It would kill population based on dominion, like R'lyeh Dreamlands or Ashen Empire Ermor
  • #desertsun This command does not exist currently. Nation's dominion spreads the heat scale even outside dominion, like Abysia.
  • #heartofwinter This command does not exist currently. Nation's dominion spreads the cold scale even outside dominion, like Niefelheim.
  • #templecost [value] This command does not exist currently. Sets cost for nation's temples
  • #labcost This command does not exist currently. Sets cost for nation's labs
  • Moddable reanimation lists instead of current hardcoded ones
  • Suggested structural change to existing nation description code: Currently the vanilla nation descriptions, summaries and brief descriptions are not tied to actual nation numbers, but are tied to specific eras. Moving nations around in eras (such as switching two nations the other way around, e.g. the Ermor Restoration mod) causes them to also switch the descriptions. If the hardcoded descriptions were tied to nation numbers, they would also move with the nation, allowing more description slots to be used for other stuff. Currently switching nations through eras requires their descriptions to be copied into the mod file.

PD modding for nations, specifically underwater PD modding. Commands corresponding to existing PD modding commands:
  • #uwdefcom1
  • #uwdefcom2
  • #uwdefunit1
  • #uwdefunit1b
  • #uwdefunit2
  • #uwdefunit2b
  • #uwdefmult1
  • #uwdefmult1b
  • #uwdefmult2
  • #uwdefmult2b

Last edited by Edi; June 5th, 2011 at 06:19 AM..
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Old June 13th, 2008, 02:59 AM
Edi's Avatar

Edi Edi is offline
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Default Sites, Forts, Poptypes

MAGIC SITE MODDING
  • #mon [monster nbr] | "name" This command does not exist currently. It would add a recruitable monster that could be recruited by anyone, not just the nation who has this site as a startsite. A general counterpart to #homemon
  • #com [monster nbr] | "name" This command does not exist currently. It would add a recruitable commander that could be recruited by anyone, not just the nation who has this site as a startsite. A general counterpart to #homecom
  • #summon [monster nbr] | "name" [nbr summoned] This command does not exist currently. It would allow a mage to enter the site to summon indicated number of indicated monsters
  • #unrest [amount] This command does not exist currently. It would increase unrest in the province
  • #horrormark [percent] [str] This command does not exist currently. Units staying in the province would have indicated chance of gaining a horrormark of indicated strength every turn, or increasing existing horrormark by indicated strength
  • #curse [percent] This command does not exist currently. Units staying in the province would have indicated chance of being cursed every turn.
  • #disease [percent] This command does not exist currently. Units staying in the province would have indicated chance of being diseased every turn.
  • #holypower [percent] [damage] This command does not exist currently. Undead units in province would have indicated chance of being hit by indicated strength armornegating attack every turn.
  • #holyfire [percent] [damage] This command does not exist currently. Undead and demonic units in province would have indicated chance of being hit by indicated strength armornegating attack every turn.
  • #lab This command does not exist currently. Site would create a lab in province upon discovery, ala Abandoned Laboratory
  • #fort [fort nbr] This command does not exist currently. Site would create indicated fort in province upon discovery.
  • #temple This command does not exist currently. Site would create temple in province upon discovery.
  • #training [exp] This command does not exist currently. Commander could enter with troops to gain indicated amount of experience per turn, ala Academy of War
  • #heal [percent] This command does not exist currently. Site would have indicated chance of healing afflictions from units in province like a unit with the Heal Troops ability.
  • #magicbonus [school nbr] [percent] This command does not exist currently. Site would give indicated percentage bonus to rituals of indicated school (using same numbers as school assignment in spell modding)
  • #clear This command does not exist currently. Clears the site's attributes
  • #increase_[scale] [+/-1] This command does not exist currently. Site increases specified scale in province, with +1 increasing specified scale and -1 its opposite, e.g. #increase_cold -1 would increase heat scale. This assumes increase is always full 3 points of scale shift. Otherwise a gradual implementation might be considered, so different sites could increase scales by different amounts.


FORT MODDING (DOES NOT EXIST CURRENTLY)
  • #selectfort [fort nbr] Selects a fort to mod
  • #newfort [fort nbr] Creates a new fort in specified fort number slot
  • #end Ends modding previously selected or created fort
  • #fortname "name" Name of the fort, must be first command after #newfort
  • #fortpic [nbr] Picture for the fort
  • #fortlayout [nbr] Layout of the fort on the battlefield
  • #goldcost [value] Gold cost to build fort
  • #buildtime [turns] Time to build fort in turns
  • #admin [percent] Fort's admin percentage
  • #defense [value] Defense value of the fort
  • #supply [value] Supply value of the fort
  • #fortpic [nbr] Setys picture of fort from list

POPTYPE MODDING (DOES NOT EXIST CURRENTLY)
  • #selectpoptype [nbr] Selects the specified poptype. End modding the poptype with the #end command.
  • #newpoptype [nbr] Creates a new poptype with the specified poptype number. End modding the poptype with the #end command. Currently there are no poptypes with number less than 25 or above 88, suggested number range for poptypes 1 - 200)
  • #end Ends modding currently selected poptype
  • #clear Clear currently selected poptype.
  • #addreccom [monster nbr] | "monstername" Adds a recruitable commander to poptype. Maximum of 4 commanders may be added.
  • #addrecunit [monster nbr] | "monstername" Adds a recruitable unit to poptype. Maximum of 4 units may be added.
  • #terrain [mask] Specifies terrain where site may appear. Use the magic site locmask table to see terrain masks. Add together the masks of all terrains where the poptype is supposed to appear.
  • #rarityera1 [value] Sets the rarity of the poptype in the Early Era. Rarity: 0 = common, 1 = uncommon, 2 = rare, -1 = disabled
  • #rarityera2 [value] Sets the rarity of the poptype in the Middle Era. Rarity: 0 = common, 1 = uncommon, 2 = rare, -1 = disabled
  • #rarityera3 [value] Sets the rarity of the poptype in the Late Era. Rarity: 0 = common, 1 = uncommon, 2 = rare, -1 = disabled

Last edited by Johan K; June 2nd, 2011 at 02:47 PM..
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