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  #1  
Old November 26th, 2005, 09:33 PM

RedRover RedRover is offline
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Default Re: Mod Command Brainstorm

Agrajag: RAE all. Do keep them coming!

PvK: To expand:

Quote:
RedRover said:
Also, assuming that magic items become as moddable as units, do you have any specific thoughts about what types of mod commands would be most useful as building blocks in constructing new items?
Yes, this was different from the first question. Looking at specific instances of adaptation might lead us to even more effective modding tools. What would be needed, for example, to let us mod something Skaven?

Or, for example, consider the AD&D Magic Item:

Rod of Cancellation

What commands would it take to mod this item into Dominions:

* #limituse (to 1, in this case, although variants with a set number of uses might be conceived.) The item must destroy/erase itself once used up. Perhaps this might be configured as a 0-range missile weapon with one shot.

* #destroyitem (This defines a special attack that destroys a magic item possessed by the foe. Maybe use a #d(nmbr) value, where nmbr is a percent chance of successfully destroying an item if present (like the current resistance/susceptability commands). The classic rod is d(100), of course.

Once these basic item parameters are in place, we can shade the item's power with additional sub-parameters.

Subparameters:
* #limitype ID | type
Inserting an item's number would target exactly that magic item. For example, a scenario might be set up in which the victory condition is the destruction of a key artifact with the special weapon, and whoever gets there first wins.

* #weaponpopup (This would let a short text message appear as a popup when the weapon attack is successful, useful for the above scenario.)

Likewise, specifying a "type" (1 Trinket, 2 Lesser Item, etc.) we allow a "Least Rod of Cancellation" that would only kill Trinkets, while the classic AD&D version can destroy anything up to and including one-of artifacts.

*#greaterartifact (This command would seal a one-of artifact against being destroyed by a Rod of Cancellation. In the AD&D system, expectations with respect to magic effects go out the window when deity-level entities become involved. There is no comfortable "this always works" magic effect--making this assumption inevitably trips you up at some point.)

* #weaponpopsound (Like the text popup, but inserts a .wav file that plays only on a hit--In a lighter moment, maybe South Park's Eric Cartman saying "Hah! hah! Hit you, a*[bleeeep]*e!" in the upcoming South Park Dominions Mod. (Ahem, not really. )

* #path <number> (This destroys magic items that include magic of the indicated path, where the number is the path ID from the Modding Manual.)

* #pathonly <number> (This destroys magic items exclusively of the indicated path. Items combining the path with one or more other paths survive.)

* #deactivateitem/#reactivate item (Instead of destroying the item, the item is rendered powerless--maybe until taken to a specific site or subjected to a specific spell.)

More later...
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  #2  
Old November 27th, 2005, 02:42 AM
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Agrajag Agrajag is offline
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Default Re: Mod Command Brainstorm

Here are two ideas from last night :
#Recruitif <number> <number> <name>|<id>
This command, given to a nation allows it to recruit the unit <name>|<id> only if:
The first <number> refers to a number from a table:
0: Pretender Dominion
1: Order Scale
2: Productivity
3: Heat
4: Life
5: Luck
6: Magic
7: Pretender Fire Magic
8: Air
9: Water
10: Earth
11: Astral
12: Nature
13: Death
14: Blood
The second <number> is how much of that thing (say... how much in Order scale) you should have to be able to recruit that unit (for values over 0 - its an EqualToOrGreaterThen condition, for value under 0 - its an EqualToOrLesserThen condition).
This could open up some really fun modding, like adding special units depending on your starting dominion. A pretender with Luck 3 might be able to recruit "Lucky Man", a unit which is so lucky it always somehow avoids death (=is immortal).
You could even make a mod erasing all nations and replacing their troops with pretender dependant troops, so all of the players can choose from the same "pool" of troops, depending on their initial pretender design.
#ScaleImmune <scale>
This command, applied to a nation makes it completely immune to the effects of the scale <scale>.
You could use this command for thematic purposes (like a race of Diamond Golems - they don't care how hot or cold it is), or just for some whacky fun. (This command will also be useful with the mod I suggested in the previous command idea)
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  #3  
Old November 27th, 2005, 04:52 PM

Aeshi Aeshi is offline
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Default Re: Mod Command Brainstorm

Idea for item....

Name:Cloak of Midnight
Needed4?
Description:Makes the bearer stealthy.If worn by an already-stealthy creature it lowers their chance of being caught.
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  #4  
Old November 27th, 2005, 05:08 PM
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Endoperez Endoperez is offline
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Default Re: Mod Command Brainstorm

Quote:
Crazy_Bonvine said:
Idea for item....

Name:Cloak of Midnight
Needed4?
Description:Makes the bearer stealthy.If worn by an already-stealthy creature it lowers their chance of being caught.
As this thread is about modding commands, I'll reformat your idea:

Item ability:
#stealthy <nr>
Item with this number makes commander wielding it Stealthy, or improves his Stealthy ability. The new ability starts at <nr>, and an existing ability is increased by <nr>.

Similar commands for every ability listed for units in modding.pdf would also be great, and as those encompass most special abilities it is probably better not to post each of them separately...
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  #5  
Old December 10th, 2005, 03:03 AM

RedRover RedRover is offline
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Default Re: Mod Command Brainstorm

Here's another:

Unit/Commander Ability

#blindimmune
This command makes the unit immune to blinding attacks. It would be used mostly for those blind units that suffer no combat penalties for being blind. Such units traditionally have other heightened senses that compensate for blindness, and take no game penalties for their blindness. Examples:
  • bats of various types,
  • killer shrews
  • the Lost Immortal (from the oral history Indaba, My Children by Credo Mutwe),
  • Zatoichi (the blind swordsman of Japanese cinema--incidentally, this is a compound word: zato=blind, ichi=masseur. There were 26 dramas in the series, running roughly 90 minutes each--my vote for series best goes to Zatoichi Meets Yojimbo, with Toshiro Mifune, which is sort of the Japanese equivalent of Clint Eastwood meets John Wayne--awesome).
In addition, consider:

#blindimmune2
This alternate command additionally bars the use of magic eyes of all types, so that these can be excluded if the designer deems their use nonthematic for the unit.
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  #6  
Old December 10th, 2005, 10:02 AM
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Endoperez Endoperez is offline
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Default Re: Mod Command Brainstorm

Quote:
7.9 #blind
This monster has no eyes and cannot be affected by
blindness.

7.22 #eyes <nbr of eyes>
Sets the number of eyes for a monster. Number of
must be at least one. The number of eyes affects
easily a monster goes blind by battle afflictions.

The #blind ability could be changed so that a blind creature doesn't benefit from eyes.

Also, I think some creatures can lose eyes without it hurting them. The cave-dwelling creatures from Underworld site are one of these, IIRC. Unfortunately, I can't recall their name ATM, so I can't search for them. (If you use Shrapnel's search, add + before EACH WORD or it doesn't work properly).
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  #7  
Old December 10th, 2005, 10:59 PM

RedRover RedRover is offline
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Default Re: Mod Command Brainstorm

Endoperez:

1. *[edited for temper]*

2. I can read the mod manual.

3. Your mod manual quotation is completely irrelevant with respect to my post and not helpful. Current mod manual commands do not achieve the desired design effect as outlined in the body of my text.

4. I am posting this reply so other people viewing this thread will not be confused by your post.

5. Please take any further discussion to PM so we don't disrupt things any further.

6. Have a nice day
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