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February 10th, 2009, 12:07 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Thanked 121 Times in 91 Posts
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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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February 12th, 2009, 06:49 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
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Re: Modding shortlist
Quote:
Originally Posted by Burnsaber
Just thought of this. Would be a cool way to introduce nation in a deeper level to the game.
Mercenary Modding
#addgroup - adds new group of mercenaries
#name "name" - declares the name of the group
#leader [mon nmbr] - declares who commands the mercenaries
#troops [amount] [mon nmbr] - first number declares how many troops and the other what the monsters are
#startcost [amount] - How much money will they ask when they are available.
#end - always at the end of #addgroup
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EricM used a similar modding-inspired way to present his data on mercs, here:
http://forum.shrapnelgames.com/showp...4&postcount=36
No, you can't use those modding commands.
And most stuff in Dom3 is hardcoded instead of being read from some table, so it's hard to make it accessible to modding. There still isn't much that you can do with spell modding, for example, because it's mostly hardcoded.
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February 13th, 2009, 02:21 PM
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BANNED USER
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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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February 13th, 2009, 02:44 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Modding shortlist
Quote:
Originally Posted by chrispedersen
Also, it would be nice if all tags could be used on magic items and sites. Enter to gain water breathing, for example
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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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February 16th, 2009, 05:31 AM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Re: Modding shortlist
Quote:
Originally Posted by lch
Quote:
Originally Posted by chrispedersen
Also, it would be nice if all tags could be used on magic items and sites. Enter to gain water breathing, for example
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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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I'm having problems with effect 137.. I can't seem to make it entangle with aoe.
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February 19th, 2009, 04:30 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Modding shortlist
Quote:
Originally Posted by chrispedersen
I'm having problems with effect 137.. I can't seem to make it entangle with aoe.
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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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The Following User Says Thank You to lch For This Useful Post:
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March 11th, 2009, 09:06 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: Modding shortlist
I'd really like to see a general tag #domEffect <% chance that it happens per candle> that would allow you to add, or take away, effects created by the dominion. So that you could create a dominion that not only diseases enemies, but maybe you could make a dominion that heals enemies, and allies. Or maybe one that slowly makes your commanders/troops more experienced, or that occasionally turns people into werewolves.
It would have the #clear functions of other tags which would allow you to take LA Ermor, clear the nation of the pop-kill, and then add in your own.
You'd also be able to #domPopGrowth <% amount> , #domGoldIncome, #domResourcesIncome, #domGemIncome which would allow you to increase or decrease things under the dominion of the controller by a given percentage point. You just use negative for decrease and positive for increase. You could also specify the number of candles needed for a stronger effect. Maybe you have to reach Dom 10 to get %5 more gems from your sites.
This would allow you to easily replicate C'Tis miasma with #domEffect and then some disease effect from the spell list + #domGoldIncome 1 1 which would give you 1% increase in income per 1 candle.
Just a thought!
Jazzepi
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March 15th, 2009, 11:48 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: Modding shortlist
I have a simple one this time D:
I'd really like to be able to add an effect that goes off "on death" centered at the unit that dies.
Code:
#ondeath (effect #) (size) (percent chance)
Jazzepi
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March 16th, 2009, 12:27 PM
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BANNED USER
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Join Date: May 2004
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Re: Modding shortlist
well, there probably is one. Pearls of vengeance blow up when you die.
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March 17th, 2009, 03:58 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
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Re: Modding shortlist
Again, I don't really know if you can use generic spell/item effect values... Do you? In that case, 135 is the one from amulet of vengeance and 204 is the death wail of R'lyeh's more powerful units.
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