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December 18th, 2007, 04:10 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
To bad #researchbonus can't handle negative values as a workaround.
Are there any monsters in dom3 that don't get research points so I can #copystats it.
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December 18th, 2007, 04:16 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: The Modder\'s Wishlist
Quote:
Thilock_Dominus said:
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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I'm quite sure that he meant #researchbonus -50
"malus" basically means "anti-bonus"
EDIT: I'm 100% sure that negative researchbonus works. I've ssen it wwith my very own eyes.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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December 18th, 2007, 04:57 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
strange...I try again.
Edit: The closet I can get is when researching set with -50 is the unit have 1 research.
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December 18th, 2007, 11:43 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
1 RP ought to be good enough - no-one will ever use the unit as a researcher, especially if it's otherwise good.
__________________
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 19th, 2007, 12:24 PM
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Sergeant
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Join Date: Jan 2007
Location: Poznań, Poland
Posts: 340
Thanks: 1
Thanked 5 Times in 4 Posts
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Re: The Modder\'s Wishlist
I'd like spell effects that modify province values, both pernamently and with dome like effect. For example:
Spell effect that increases population in province by X percent.
Spell effect that increases resources in province by X percent and lasts one turn for each gem spent and gets dispelled if caster is killed, exactly like a dome.
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January 4th, 2008, 01:16 AM
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Sergeant
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Join Date: Dec 2003
Location: New York City
Posts: 340
Thanks: 0
Thanked 3 Times in 3 Posts
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Re: The Modder\'s Wishlist
A recent post in the general dom3 forum made me think, that while we have the option of making completely random AI's with their respective bonuses based on difficulty, or the option of making a faction and then setting it to AI without any difficulty bonuses, or even creating detailed factions through maps... I think that the ability to edit the randomly generated AI nations before a game starts would be best (while retaining their difficulty bonus).
I realize that this isn't a true modding option request, but more of a significant game change, nonetheless this does seem the most appropriate place to mention it. I also realize that this has probably been brought up a few times before, but it bears repeating.
Anyway, I believe it would make for a more challenging and ultimately more fulfilling single player experience.
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January 16th, 2008, 11:15 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
It would be nice to have custom unit or commander icons, so that we can add rules text for obscure abilities (especially one-battle-spell) that we may add.
#icon "<imagefile>" "short" "long"
i.e.
#icon "./whatever/candelabra.tga" "Sacred" "Sacred troops are extremely devoted to the god's cause. They can be blessed and require half the usual cost to maintain."
I suppose that is three arguments. For custom icons the first word of the long text block could always be used as the short description.
__________________
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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January 16th, 2008, 11:52 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: The Modder\'s Wishlist
Custom icons would be excellent.
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May 4th, 2008, 10:29 AM
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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
Wow, I hardly believed, it is not possible yet, and I'm even more supprised nobody wrote it here, yet but:
It would be great, if you could create ranged weapons with a range depending on strength.
range -1 to range -3 for strength to strength/3 sound like the most intuitive option.
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May 4th, 2008, 11:59 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: The Modder\'s Wishlist
Quote:
Maraxus said:
Wow, I hardly believed, it is not possible yet, and I'm even more supprised nobody wrote it here, yet but:
It would be great, if you could create ranged weapons with a range depending on strength.
range -1 to range -3 for strength to strength/3 sound like the most intuitive option.
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If you check out Fire Bola stats from the manual, you'll notice that it's range is listed as -1. So range: -1 IS range: strength; the only problem is that -1 isn't eligible target value for modding...
Are there any str/2 or str/3 range weapons? Boulder uses one of the two, but I think that's about the only thing.
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