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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #11  
Old August 1st, 2007, 06:18 AM
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Default Re: Modding reanimating priests

#icearmor is a property of the monster, not the armor, so that could not be added to armor modding. Similarly, awe, fireshield, resistances and other such special abilities are properties of a monster, not armor, so the same applies.

The magic effect for armor is nice, but I'd settle for being able to mod armor by number and also assign armor to monsters by number in mods, which would be the most significant improvement there.

Adding effects to ITEMS, now that would be nice, but it is not a very trivial addition compared to e.g. getting #darkvision <nbr> or having #cold changed to #cold <nbr>.

The #inquisitor and #autoberserk ideas are good.
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  #12  
Old August 1st, 2007, 06:02 PM

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Default Re: Modding reanimating priests

A few more:

Nation modding:

- Only 5 heroes are enabled now (#hero1 ... #hero5), can it be extended to 10 (or whatever)? Heroes can be fun

- A command to mod the gcost for a nation temple (like Man and Pangaea which have temples for 200g rather than 400

- A command for a dominion that kills people like Ashen Empire, #deathdom <intensity> (this one many not be quick to implement though)

- #castlegold <bonus>: similar to #castleprod but here the bonus is gold, not resources

Unit modding:

- Now only #domsummon, #domsummon2 and #domsummon20 are available. Is it possible to have a bit more granularity? (e.g. #domsummon3, #domsummon5 etc)

- Something like #affliction <affliction id>. Forces a unit to have a specific affliction, chosen from a lookup table (like the Odin pretender for instance, who always has lost an eye)
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  #13  
Old August 2nd, 2007, 12:56 AM

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Default Re: Modding reanimating priests

#summon1 and #summon5 are available, but not #summon2, #summon3 etc. Same deal as #domsummon really.

A #unique tag would also be quite useful.
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  #14  
Old August 2nd, 2007, 05:22 AM

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Default Re: Modding reanimating priests

And also:

- #nodrain: this unit's research is not affected by drain scale (just like a Ulm smith)

- #patrolbonus is not yet implemented right?

- #seasonal <season>: unit gets extra hp during a specific season (like winter wolves, simmer lions, red guards etc)

And i had a fourth one too, but right now i can't remember what was it. Damn old age...

Edit: Ah yes:

- #heroname <name>: forces a hero to have a specific name
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  #15  
Old August 2nd, 2007, 04:05 PM

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Default Re: Modding reanimating priests

Nodrain is pretty easy to get via copystats without drawbacks though, from what I recall.

Seasonal would be very fun. Ant and grasshopper soldiers.
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  #16  
Old August 2nd, 2007, 04:52 PM
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Default Re: Modding reanimating priests

If these are new suggestions then I would recommend adding them to the modder wishlist thread. Modders Wishlist
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  #17  
Old August 3rd, 2007, 11:05 AM
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Default Re: Modding reanimating priests

There's a reason I asked people to post the small stuff here, Gandalf, namely that I can do a quick roundup of the most burning issues. The modders' wishlist thread is nowhere near the size of the bug discussion one, but I'm not inclined to wade through all of it right now.
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  #18  
Old August 3rd, 2007, 03:23 PM
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Default Re: Modding reanimating priests

I take it you have already checked out my lists in the Modders' Wishlist thread. I've waded through it a few times.
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  #19  
Old August 3rd, 2007, 03:54 PM
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Default Re: Modding reanimating priests

Not for a while. I will, though. Thanks for reminding me.
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  #20  
Old April 26th, 2008, 01:46 AM

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Default Re: Modding reanimating priests

The situation seems to have gotten a little more interesting in 3.15.

EA Oni demon priests now cannot reanimate.
Demon Kings CAN reanimate - but only up to ghouls.

However, if you make the demon priests undead - they can reanimate again - up to longdead caval....

Weird.

Chris
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