.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #7  
Old November 24th, 2005, 01:53 PM
Agrajag's Avatar

Agrajag Agrajag is offline
Lieutenant Colonel
 
Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
Agrajag is on a distinguished road
Default Re: Mod Command Brainstorm

Quote:
RedRover said:
Agrajag: These are all GREAT suggestions! Got any more?
Thanks for the positive feedback
I've got many ideas for mod commands, only sadly, I think them up in bed before I fall asleep, and forget about them by the time I wake up
Here are more ideas I can remember right now (though I like them less than my previous ones):
I) #Teleporter
This gives the unit the ability to Teleport between provinces as a Move action /*similar to the Dimension Boots, or whatever their name is, I forgot :\)*/ it also allowes the unit to teleport in combat /*like fly, but unaffected by storms*/ - Though this idea can already be implemented using the #flyinstorm idea combined with insanely high movement.
2) #Periodiceffect <period> <stat> <modifier>
Will make it so the weapons with this command, will give its bearer an increase of <modifier> to his <stat>.
<stat> is that leader's stat that will be changed, something along the lines of:
0: Strength
1: Attack
2: Defence
3: Precision
4: Move
5: HitPoints
6: Magic Resistance
7: Morale
8: Protection
9: Fatigue
Maybe even:
10: Experience
11: Leadership
12: Undead Leadership
13: Magical Being Leadership
And possibily even: (!)
14-21: Astral/Fire/Air/Water/Earth/Nature/Death/Blood Magic
((or any other order of things))
<modifier> is by how much that stat will chance, for example 5 will give a bonus of 5, and -19 a malus of 19.
<period> determines the interval between increases, for values of:
1-50: Every 1-50 turns in combat, the leader's <stat> will increase by <modifier>, reseting at the start of each battle.
100+: Every <period>/100 game turns (=in the strategic map), that leader's <stat> will increase by <modifier>
This one could be useful for items with interesting effects, like:
1) A cursed ring, which makes you into a coward (#Periodiceffect 100 7 -1 will make it so the leader loses 1 morale each turn)
2) A powerful sword (=good stats) which slowly saps your strength away (#Periodiceffect 100 0 -1)
3) A powerful axe, which feeds on the energies of battle, and empoweres the user with those energies (#Periodiceffect 2 0 1 for increasing strength by 1 every other turn)
4) A magical shield, which grows bigger the longer it is held (#Periodiceffect 2 2 1 and #Periodiceffect 4 9 1)
etc.
3) #Mercenary <days>
Will make a unit disappear <days> days after being recruited (or summoned).
This way you could recruit a Mercenary unit, which leaves you as soon as its contract ends.
Or even better, a special Devil which makes you sign a contract with your own blood, which lends you his services for a limited amount of time. (though probably no actual side effect )
It could also be cool for making a unit such as a really old man, which dies of old age after some time
4) #Loyal
Loyal units are recruitable for money, but don't cost you any adittional upkeep (or possibly, cost you half the usual upkeep), this allows you to have units with low-upkeep without making them sacred.
5) #Unitslayer <name>|<id> <modifier>
Will give this unit increased damage against certain units.
So a certain commander could be trained as a Troll Slayer (or Vampire Slayer), and will thus be able to slay those creatures more easily, by doing an extra <modifier> damage.
This one could have some variants, such as a percentile bonus (such as 200% damage), or a change of stat (such as affecting Attack instead of damage).
This is quite similar to the previously suggested #doubledamage and #tripledamage commands, but is more flexible, in allowing you to target groups the game doesnt recognize (such as "Trolls", "Dwarves" or "Units whose name starts with an S").
6) #Greedy
Greedy units will cost twice the normal upkeep
(Or perhaps #Greedy <modifier> which require <modifer>% more upkeep)

That's all I can think of right now. And I liked my previous suggestions better. But what can you do?
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
Reply With Quote
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:59 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.