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August 19th, 2007, 08:52 PM
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Corporal
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Join Date: Jun 2007
Posts: 181
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: The Modder\'s Wishlist
You mean a "#goneberserk" comand for new creatures? Sounds nice.
I was just looking, if you could do that via magic items (armors). Since magic items can have spells on them and you can give an armor to a creature so that it does not drop, that sounds like a plan to give it a Rage spell for itself.
But then I had to see, that the only things you can set for magic items at the moment are the research and cost of the currently available magic items.
Well, looks like I'm in the right thread here:
I'd like to see modding comands for new magic items:
#newmagicweapon <weapon id>
#newmagicarmor <armor id>
#newmagicitem
#castspell <spell id> (This spell can be used at a fatique cost of 5)
#autospell <spell id> (This spell is cast at the beginning of each battle)
#...
Every unit command (except for name description and maybe a few else) should be aplyable to items, too. And obviously give that property to the wearer of the item.
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August 19th, 2007, 10:05 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Thanked 79 Times in 51 Posts
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Re: The Modder\'s Wishlist
Is there a way to add items other than weapons/armor to a unit? Say amulet of vengeance, for example
?
Also, is there a way to add a castable spell to a unit, so the unit will be able to cast that spell without the required paths?
__________________
You've sailed off the edge of the map--here there be badgers!
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August 19th, 2007, 10:50 PM
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Corporal
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Join Date: Jun 2007
Posts: 181
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: The Modder\'s Wishlist
When setting independants on a map, you can equip them with any kind of magic items.
But in the creature entry - I don't think so.
However I don't think it should be to hard to make this modable. It seams, there is no inherent diffrence between armor and other non-weapon items, except for the fact, that armors and helms tend to have protection more often (but there are both kinds of exceptions: Robes and bracers), and protection from items is diffrently applied to torso and head, depending on the slot of the item.
One phrase I was told in the forum of another game: Don't say what <the gamedesigner> can or can't do, unless you are <the gamedesigner>.
However, I hope they look at this at some time and check if they can make such a thing available. I have something in mind that dire needs something like that.
About the second question: No, not possible.
And since this is the modder's wishlist, let me add a think I'd like to see:
-Currently when going above the maximum number of special abilities (14 or something), the latest just get skipped silently. I'd like to see an error message like "Unit name: To many special abilities" or something, instead.
Minor Wishs:
-#AirShield <percent> for units (self-explaining)
-#Affliction <"name"> for units (to start with afflictions like the Forge Lord or the Allfather)
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November 17th, 2007, 11:53 AM
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Corporal
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Join Date: Aug 2004
Location: Montreal
Posts: 186
Thanks: 21
Thanked 16 Times in 7 Posts
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Re: The Modder\'s Wishlist
Quote:
DrPraetorious said:Also, random magic with "holy" doesn't seem to work. I know I'm probably the only one who'd use it, but I'd like some units that have a % chance to be priests.
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Actually I've just run head into this bug and it's stymied somewhat my work on the Chaos Undivided race mod.
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November 21st, 2007, 03:59 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Re: The Modder\'s Wishlist
I'd like firepower. Might as well have stormpower, darkpower and coldpower as well.
The underwater leadership power would also be nice, if it has a variable value - I can copystats off of the azure dudes but it's the wrong amount (this is for Haida Gwaii).
And actually, underwater recruitment modding would be nice.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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December 14th, 2007, 03:22 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Re: The Modder\'s Wishlist
Protection from Evil (unit ability).
Works like awe, but against the MR of demons and/or undead (could be distinct Prot from Undead and Prot from Demons powers.)
If it also provided an MR bonus against death and/or blood spells, that would be nice.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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December 17th, 2007, 07:56 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Denmark
Posts: 471
Thanks: 23
Thanked 28 Times in 16 Posts
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Re: The Modder\'s Wishlist
Site Modding.
#spr <path>
To add your own image to a specific site.
Quote:
I'd like firepower. Might as well have stormpower, darkpower and coldpower as well.
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Like that as well
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December 17th, 2007, 06:12 PM
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Second Lieutenant
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Join Date: Jan 2004
Location: Denmark
Posts: 471
Thanks: 23
Thanked 28 Times in 16 Posts
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Re: The Modder\'s Wishlist
Got another one:
For unit/commander/hero
#noresearch - No matter how much/many magicskills + number the unit will have zero in research.
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December 17th, 2007, 09:33 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Re: The Modder\'s Wishlist
If you give a unit a research malus of 50 or so you should achieve more or less the same effect.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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December 18th, 2007, 03:44 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Denmark
Posts: 471
Thanks: 23
Thanked 28 Times in 16 Posts
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Re: The Modder\'s Wishlist
I'll try that, thanks.
Edit: Sorry, it doesn't work. If I set it #researchbonus to 50 or more the unit(s) gets maxed out research.
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