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  #1  
Old July 15th, 2008, 03:01 AM
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Default Re: Modding shortlist

HoneyBadger: That's out of the scope of this. It would require a lot of coding of entirely new mechanics into the game, which is very much more unlikely than having existing features unlocked. I'll keep that in mind, though, and ask Johan about it.

NTJedi: I'll ask The deathmatch is IIRC something the devs consider a fun feature and if that is the case, getting that command is unlikely.

rdonj: That's already in the wishes shortlist.
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  #2  
Old July 15th, 2008, 05:06 AM
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Default Re: Modding shortlist

Thanks, Edi, I appreciate any time you spend on it.
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Old July 15th, 2008, 10:58 AM

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Default Re: Modding shortlist

1. This may be covered by your other more generic post, but i would like to be able to mod special abilities into armor, not just weapons.

2. Another feature that KO is aware of, research variables.
I would like an easier way to mod how difficult research is by levels. Say #research level one normal
#research level two normal
#research level three hard

etc.

3. A mod command(may not be possible) to limit castle construction within x number of provinces of an existing castle).
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Old July 15th, 2008, 12:25 PM
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Default Re: Modding shortlist

1) What kind of special abilities? Right now armor is protection only and that's it. I suppose it might be possible to have #fx_wood, #fx_iron, #fx_leather and possibly also #fx_magic for armor, making the armor have some characteristics (e.g. leather armor not affected by Rust Mist etc), but I have no idea how viable this is and whether or not these effects could be unlocked for modding. I think some similar effects could also be available for weapons, but I have no hard data.

2) I can add that, but don't count on it happening.

3) Would more likely be a map command where a province is tagged nocastle. Can't see it doable otherwise, but JK would be the one to make that call.
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Old July 15th, 2008, 12:49 PM

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Default Re: Modding shortlist

I think KO actually said in the Kingmaker thread he may be willing to do something to make tiered research paths feasible in a mod.

Instead of having just hard for spell paths 1-9, to allow setting a difficulty for each of the 9 paths individually.

Shields in game already have special abilities.

Vine Shield-entangle
Shield of Valor-missile protection
Charcoal Shield-fire shield

To my knowledge, there is no way i can create a new shield and give it a special ability.
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Old July 15th, 2008, 01:18 PM
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Default Re: Modding shortlist

Quote:
Xietor said:
I think KO actually said in the Kingmaker thread he may be willing to do something to make tiered research paths feasible in a mod.

Instead of having just hard for spell paths 1-9, to allow setting a difficulty for each of the 9 paths individually.

Shields in game already have special abilities.

Vine Shield-entangle
Shield of Valor-missile protection
Charcoal Shield-fire shield

To my knowledge, there is no way i can create a new shield and give it a special ability.
I don't play in Kingmaker, so I would not know. As far as the second point, I don't know how many times I need to post it, but weapons and armor DO NOT have special abilities and CANNOT give them. ITEMS are what you are looking at. If ever there was a modding FAQ question, this one is it.
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Old July 15th, 2008, 01:03 PM
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Default Re: Modding shortlist

Unfortunately, Xietor, I think all three of your suggestions go under the "may not be possible". Weapons can't have special abilities, just secondary weapon effects (which all deal some sort of damage).
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Old July 15th, 2008, 01:27 PM

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Default Re: Modding shortlist

Quote:
Edi said:rdonj: That's already in the wishes shortlist.
Oops
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  #9  
Old July 15th, 2008, 02:27 PM

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Default Re: Modding shortlist

"but weapons and armor DO NOT have special abilities and CANNOT give them. ITEMS are what you are looking at. If ever there was a modding FAQ question, this one is it."

This is just semantics. Weapons do have special abilities, whether it is through a mechanism called 2ndary effects or whatever, it amounts to the same thing.

So shields could also have special effects, whether we want to make it through some mechanism or not does not really matter.

The only thing that matters is my hero has a sword that pierces armor, or a shield that entangles. The hoops i have to jump through to make it so are basically not known by 99 percent of the player base that does not mod.

All they know or care about is what their sword or shield does when they hit someone with it.

As to the research modification:

From KO in Kingmaker thread:

Hmm, I just realized that it will not be possible to make my suggested change.

However research can go on beyond lvl 9. So it should be possible to mod a bit.

Current cost lvls:

lvl
9: 1100 * researchcost
10: 1780
11: 3000
12: 4000
13: 5000

Thus it is possible to move all lvl 7+ up one or a few lvls (making lvl 7 empty)

Suggested fix: Difficult research
Lvl 2-> lvl 1
Lvl 7-> lvl 8
Lvl 8-> lvl 10
Lvl 9-> lvl 12

This leaves lvl 7, 9 and 11 empty.
7+8 costs (420+680)*researchcost
9+10 costs (1100+1780)*researchcost
11+12 costs (3000+4000)*researchcost

Might even work with standard research.

If these costs are unfit I can change them before the patch, but it will not be possible to make another grading without a more thorough fix.


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Old July 15th, 2008, 02:51 PM
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Default Re: Modding shortlist

Quote:
Xietor said:
"but weapons and armor DO NOT have special abilities and CANNOT give them. ITEMS are what you are looking at. If ever there was a modding FAQ question, this one is it."

This is just semantics. Weapons do have special abilities, whether it is through a mechanism called 2ndary effects or whatever, it amounts to the same thing.

So shields could also have special effects, whether we want to make it through some mechanism or not does not really matter.

The only thing that matters is my hero has a sword that pierces armor, or a shield that entangles. The hoops i have to jump through to make it so are basically not known by 99 percent of the player base that does not mod.

All they know or care about is what their sword or shield does when they hit someone with it.


Magical items have two effects:

1) They (may) give the unit in question a new weapon or armor and
2) They (may) give the unit in question a new ability.

1 and 2 aren't related. Unit with a #weapon or #armor can't have 2.

Weapons can link to other weapons. Fire Brand (weapon) uses a secondary effect (weapon) that deals fire AoE damage.

There's also an item that gives 50% fire resistance and gives a unit a spesific weapon or armor. It could be Dragon Helmet. It could be Fire Brand. The only difference is whether the item gives the wielder armor XX or weapon YY.

Here's another example:
Jade Armor is a magical item that has the following properties:
- Quickness
- Jade Hauberk
- path requirements and construction level

Jade Hauberk is an armor that has the following properties:
- Protection 15
- enc 4
- def -1
- resource cost
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