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  #1  
Old June 25th, 2008, 06:25 AM
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Default Re: New mod commands

Quote:
llamabeast said:
I wonder what #startaff does.
Starting affection?
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  #2  
Old June 25th, 2008, 06:26 AM

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Default Re: New mod commands

Ah yeah, it'll probably be starting affliction I guess.
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Old June 25th, 2008, 07:09 AM

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Default Re: New mod commands

Those different shape commands are going to be extremely interesting.

I just hope people don't go too nuts with them - I think they should be reserved for really interesting units, pretenders etc.
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Old June 25th, 2008, 07:25 AM

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Default Re: New mod commands

From now on all my units will be different in sea, forest and plains. Powerful units will have a second shape they can switch to in battle (reversibly). If they are killed in the second shape, they move into a third shape, irreversibly. This third shape will also have the ability to change form on moving between different terrains.

Sure it's nine times the work, but boy will it be worth it!

To start with I am going to go through the tomb kings skeletons. The current graphics will do for the plains form. Underwater, I will make them look damp. In forests, they will have bits of foliage stuck between their bones.
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Old June 25th, 2008, 07:50 AM

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Default Re: New mod commands

Exactly.

There are quite a few basegame units that could do with this ability though. It will be a good way to spice up some less interesting summons and pretenders.

But where's #caveshape? -weeps openly-
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  #6  
Old June 25th, 2008, 08:56 AM
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Default Re: New mod commands

I'm pretty sure #plainshape isn't "shape in plains" but "the plain shape". A #forestshape unit needs a command to change it back into a non-forest-shaped unit, just like #watershape unit needs a #landshape.
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Old June 25th, 2008, 09:32 AM
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Default Re: New mod commands

No no, clearly #startaff is "start affinity" where the units have an affinity to where they were recruited/summoned, and take damage when leaving the province
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Old July 9th, 2008, 06:53 PM
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Default Re: New mod commands

Oooh! Yummy! I'll be able to do the trampler mod the way I wanted to!

Is there something in the game that currently does construct-only damage? (I know there are ones which do multiplied damage on constructs.)
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Old July 9th, 2008, 07:16 PM
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Default Re: New mod commands

There is probably some mechanic that does that, so it just got activated for weapon modding. I didn't just pull it out of my arse, if that's what you're thinking. I'm thinking crusherknack is probably that weapon, it's a secondary effect of the Smasher.
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Old July 9th, 2008, 08:50 PM

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Default Re: New mod commands

Ah if only we could get the ability to add recruitable troops and commander to non starting sites too. That would be the icing on the delicious patchcake.
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