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November 2nd, 2006, 04:22 AM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
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Re: The Modder\'s Wishlist
I third #allowgod and #bangod and the summoning suggestions. I also like DrPraetorius' spell modding suggestion, though something easier like
#newspell 9998
#name "Astral Taint"
#school 6
#researchlevel 1
#path 0 7 (blood)
#pathlevel 0 1 (1 blood)
#path 1 4 (astral)
#pathlevel 1 1 (1 Astral)
#fatiguecost 100 (100 fatigue translates into 1 blood slave)
-- the new commands start here --
#target_others (the spell targets others)
#range 40 (40 range)
#prec 100 (always hits)
#aoe 0 (something like this could denote the One Person effect)
#dt_horrormark (Damage type: Horror Mark)
#dmg 1 (puts a lvl horror mark on the target)
#mr_resists (magic resistance negates)
#nbreffects 1 (number of effects)
#spell_scales normal (how the spell scales, could be used to create those scaling summoning and attack spell)
...would be just fine for the starters. IIRC Illwinter will allow spell modding at some patch, which is good. I can finally create my Sagittarian Guard, Kruvims, Angel Lords, Summon Thing That Should Not Be and so on... 
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November 3rd, 2006, 10:55 PM
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Corporal
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Join Date: Oct 2006
Posts: 55
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Re: The Modder\'s Wishlist
Although #allowgod and #bangod would be ideal, it might be an error-checking headache to implement. I'd settle for allowing multiple instances of #restrictgod, each one allowing availability for an additional nation. Perhaps that could be done with less modification to the existing code.
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November 4th, 2006, 01:53 AM
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Corporal
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Join Date: Mar 2006
Posts: 93
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Re: The Modder\'s Wishlist
I'd like an easier way to name heroes, currently you give them their own random name pool, why not just have them get no random name and you use #name "eric the axelord"
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November 5th, 2006, 02:08 AM
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Corporal
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Join Date: Oct 2006
Posts: 55
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Re: The Modder\'s Wishlist
Quote:
Tortanick said:
I'd like an easier way to name heroes, currently you give them their own random name pool, why not just have them get no random name and you use #name "eric the axelord"
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Yes, furthermore, there seem to be insufficient #nametype slots to allow for more than 2 heroes (when I try to access slot 141 to 149, the game crashes when I go to "create new game" or "play existing game") with fixed names without interfering with other names in the game. I feel this is an important need that should be able to be easily granted (either #name or about 100 more #nametype slots).
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November 5th, 2006, 10:18 AM
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Corporal
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Join Date: Oct 2006
Posts: 55
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Re: The Modder\'s Wishlist
I'd also like the ability to mod in more gladiators (ie, disappear after one battle), such as murmillos, hoplomachi, etc. I tried #copystats on existing gladiators but it did not work.
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November 6th, 2006, 02:27 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: The Modder\'s Wishlist
It'd be great if the game understood hexadecimal bitmasks. Typing bitmasks out in decimal makes my pea-like brain hurt.
This goes double if we're going to be allowing Gods and Spells for multiple nations - since I *assume* you store those as bitmasks on the nation numbers.
#setpermitted 0x<bitmask>
-- Replaces nation specific bitmask.
-- The following table should fit in the manual and be reasoanbly understandable:
-- N = position in string x 4.
-- 0 None of nations N->N+3.
-- 1 Nation N-3 only
-- 2 Nation N-2 only
-- 4 Nation N-1 only
-- 8 Nation N only
-- Sum bitmasks for multiple nations.
-- Thus, the fourth character of the string controls nations 13,14,15 and 16.
#addpermit <nation nbr.>
#addpermits 0x<bitmask>
-- These do a bitwise and on the nation permission bitmask.
#delpermit <nation nbr.>
#delpermits 0x<bitmask>
-- And these are (current bitmask) ^ !(argument).
I'd like to be able to set units to be horrormarked, cursed and/or insane when recruited/summoned. Also, if we could give units the Lady of Love's unrest reduction power, because I want to put that on a non-pretender (and adding restrictgod 2000 or something at the end seems like a bit of a kludge.)
It isn't really needed for me to create new spells in whatever effect category Unholy Power etc. are in, but it'd be nice if we could at least copy those spells (or edit their nation-specifity as described above.) This is needed to add new undead nations.
I would, on the other hand, like new spells of the same effect-type as Transform. Preferably, the Damage would specify the monster-into-which-you-turned.
On that subject, I don't know how the game handles pools of varying number and types of monsters (e.g. Crossbreeding, Unfrozen), but it'd be nice if we could declare new such pools. Possibly we could have monster numbers in the 10000+ range reserved as identifiers for pools of monsters? I don't know how Crossbreeding and Unfrozen are handled internally, but it'd be nice if we could make spells with those properties.
Is the "no unholiness" bugcheck really needed at all? Firstly I don't see why it's needed to absolutely forbid non-sacred units from having holy magic, and I think it sometimes makes my mod crash for no reason, but I might be messsing up.
Thanks,
TNDP
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November 6th, 2006, 03:36 AM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 559
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Re: The Modder\'s Wishlist
Quote:
and adding restrictgod 2000 or something at the end seems like a bit of a kludge.)
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Or you could use:
#clearpath
It's undocumented, but it removes a unit's magic paths and god status. It's from Dominions 2 and I think it still works. It wasn't documented in Dominions 2 either. :shrug:
-Frank
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