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November 14th, 2006, 05:45 PM
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Second Lieutenant
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Join Date: Sep 2004
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Re: The Modder\'s Wishlist
If including missing monster attributes like seduction,animalawe or cursed is too much work, could you create a few standard empty units that have just one of those traits and are the basic unused unit in all other aspects, so we can mod those via the copystats command?
One command that I really want to have though is the spawnmonster behaviour, where a commander gets freespawns regularly, like the aboleth mothers.
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November 15th, 2006, 04:33 AM
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Second Lieutenant
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Join Date: Mar 2004
Location: Gdansk, Poland
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Re: The Modder\'s Wishlist
#begin10chance
#modcommand1
#modcommand2
#modcommand3
#end10chance
The bold ones act as brackets. Upon unit creation, it has 10 percent chance of getting one of: modcommand, modcommand2, modcommand3.
Useful for: hybrids, mutants, tartarians, refugees, tartarians, flagellants, and much more.
It's similar to magic abilities, but more broader.
#begin25chance
#command1
#command2
#command3
#end25chance
#begin50chance
#end50chance
#begin100chance
#end100chance
...
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Those who do not understand Master Of Magic are condemned to reinvent it - badly.
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November 15th, 2006, 01:09 PM
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General
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Join Date: Jun 2003
Location: az
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Re: The Modder\'s Wishlist
Quote:
Turin said:
If including missing monster attributes like seduction,animalawe or cursed is too much work, could you create a few standard empty units that have just one of those traits and are the basic unused unit in all other aspects, so we can mod those via the copystats command?
One command that I really want to have though is the spawnmonster behaviour, where a commander gets freespawns regularly, like the aboleth mothers.
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Yes this would also work great... if you can do this thankyou Illwinter!
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November 15th, 2006, 02:21 PM
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Second Lieutenant
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Join Date: Sep 2004
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Re: The Modder\'s Wishlist
I would like it if the #hero1 command for nations was instead #hero1 <name> - where <name> is the name the hero automatically gets when generated as a hero. I think that would save everyone a lot of time (if that space is blank, a random name is generated).
-Frank
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November 15th, 2006, 08:57 PM
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Captain
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Join Date: Feb 2005
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Re: The Modder\'s Wishlist
Is there a possibility that researchable national spells would be in the next patch?
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November 19th, 2006, 07:49 PM
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Sergeant
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Re: The Modder\'s Wishlist
I second Amos' question/request. I've got a fever... and the only prescription is fully moddable national summons!
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November 19th, 2006, 08:59 PM
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Captain
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Re: The Modder\'s Wishlist
I got a reply from Johan that its in the next patch.
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November 20th, 2006, 01:18 AM
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Re: The Modder\'s Wishlist
Ok, I'm not the best modder in the world, by any means, despite having lots and lots of experience doing so-I don't really have the knack for programming. I understand pretty completely how computers and languages work, just implementing is hard for me, so it's quite possible that I'm making dumb mistakes, but I was wondering if anyone who is good at modding would be willing to give lessons?
Preferrably someone with lots of patience
Also, I'd like to second the notion that some creatures would get better with age. I'm thinking Aboleths and hydras in particular, also dragons and krackens, maybe vampires, but really, there are lots, if not most, units in the game which-background wise-have gotten or could get stronger and better with age. I would suggest implementation of this be done, for the sake of ease, as a command that permanently alters (perhaps as a shapechange) a unit into another unit, once it reaches a certain age. Thus a normal aboleth could evolve into a mindlord if it survived into it's 2000th year, or what have you. Vinemen could possibly become vine ogres. Dragons, for instance, could start the game as less powerful than they currently are, but in long games become more powerful. Jotuns over time would be affected by old age, but they might learn to change their shape into giant eagles or otters (this is an actual ability that some Jotuns had, according to Norse mythology. Loki, who was part Jotun, had this power in spades.). Agarthans would just keep getting bigger and bigger and bigger. Other creatures could actually de-volve, for instance lycanthropes could become stronger with age, but because of their bestial rage, turn into big mindless brutes. I don't think this function would be too terribly difficult to code in, and should add a lot to the fun factor, and to how much you care about a particular unit, over time, if modded well. Making the function happen as a simple #shapechange type command at a certain age puts the emphasis on the modder, as far as how much trouble we're willing to take, rather than on the programmer. Instead of asking Johan to code in changes to dozens or hundreds of units, we can do this ourselves. I'm thinking that the command might allow units to transition from normal soldiers into commanders, but this should be a separate command, as it would be a powerful ability, and should only happen on a case-by-case. I'm also thinking that certain magic sites would either allow the age transformation to happen, or speed it along. Additionally, it might only be units with a lot of experience who transform-particularly in the case of aboleths, as all aboleths start out as free podlings and eventually become powerful mindlords, providing they survive. Possibly only hall-of-famers in some cases could transform. This would make long games a lot more interesting, and also make the game itself more fun, because you couldn't just look at or summon up a particularly powerful unit-such as a demon lord-you'd have to actually play the game and wait for certain favorite units to turn into something even better. It would change the dynamics and strategy in certain games from one of simple conquest, to survival and prosperity over time. You could in the case of aboleths (one of my favorite races, if noone's figured that out yet) have the advanced stages of life-mindlords, gibodai, aboleth, etc. cost a great deal more than they do now, but have a chance for even a humble podling to become extremely powerful, providing you as they player nurture that podling along over hundreds of turns. This would alter, strategy-wise, units (as someone put it, in another thread comparing Dom3 with the Civilization franchise) from simple troops that basically fight and perform functions, into tiles that you build on and with, as resources. This will hopefully help answer the "why doesn't Dom3 have a lot of buildings/city development/my favorite kind of micromanagement?" question.
By the way, to give praise where praise is due: really great ideas throughout this thread. I don't want to single anyone out because everyone has good ideas.
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