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December 1st, 2006, 02:36 PM
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Major General
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Re: The Modder\'s Wishlist
In addition to starting insanity scores, I'd like
#horrormarked <value>
#cursed
#affliction <bitmask> <chance>
I want to give horrormarked units as bodyguards - it's an advantage for the bodyguards of a horrormarked mage to be horrormarked themselves, clearly.
The affliction "power" would be the one that praetorian guards have - also certain pretenders. You give a bitmask for which afflictions the unit can start with, and then a chance of getting one of those afflictions.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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December 1st, 2006, 06:46 PM
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Re: The Modder\'s Wishlist
Good call on the horror marked guards, DrPraetorious.
I'm with UninspiredName on the mercenary modding, that would be a lot of fun!
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December 1st, 2006, 08:21 PM
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Re: The Modder\'s Wishlist
Quote:
zepath said:
Good call on the horror marked guards, DrPraetorious.
I'm with UninspiredName on the mercenary modding, that would be a lot of fun!
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I agree with the mercenary modding where we can add new mercenaries and change existing ones.
Also the #horrormarked would be very useful because horrors are very nasty in dominions_3 and being able to summon monsters with horror marks would be in big demand.
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December 1st, 2006, 10:18 PM
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Re: The Modder\'s Wishlist
How about being able to mod certain units (such as certain Pretenders) as no curse, no horror mark, no insanity, no age, etc?
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December 1st, 2006, 11:40 PM
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Re: The Modder\'s Wishlist
Well, you can already just change the maxage or startage...
Removing stuff like that without having to remove everything would come in handy, though.
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December 1st, 2006, 11:46 PM
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Re: The Modder\'s Wishlist
Age was the least thing I wanted the ability to remove. The others are a lot more devastating to Pretenders.
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December 2nd, 2006, 06:28 PM
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Re: The Modder\'s Wishlist
How about #longdead <unit number> and #skeleton <unit number> nation modding commands? Since we can have Longdead of C'tis, Jotun skeletons, and countless carrion units for Pangaea, it seems reasonable that we should be able to add our own for certain nations. You could theoretically implement the command more than once to have a list of possible longdeads/skeletons.
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December 4th, 2006, 03:02 AM
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Corporal
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Re: The Modder\'s Wishlist
At least "charge bonus on first attack", "range = strength/2", etc can be added by editing the .exe, although having #copyweapon would make this unnecessary.
Quote:
HoneyBadger said:
How about being able to mod certain units (such as certain Pretenders) as no curse, no horror mark, no insanity, no age, etc?
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I guess "no age" can be handled by setting maxage to a ridiculously high number. Meanwhile, I don't like the idea of a Vastness brought down by disease (or most other afflictions)... perhaps "immune to disease" and "immune to afflictions" abilities?
PS: I'm running out of room for capital-only units... perhaps allowing more than 4 startsites and/or more than 5 attributes per site.
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December 4th, 2006, 04:17 AM
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National Security Advisor
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Re: The Modder\'s Wishlist
Quote:
Singularity24601 said:
At least "charge bonus on first attack", "range = strength/2", etc can be added by editing the .exe, although having #copyweapon would make this unnecessary.
PS: I'm running out of room for capital-only units... perhaps allowing more than 4 startsites and/or more than 5 attributes per site.
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I don't count .exe editing as modding, because it's much more complicated.
Currently, all provinces are limited to 4 startsites, and all sites are limited to 5 attributes. Even if you wanted to give a nation income of 6 different gems, and a gold bonus and a resource bonus, you'd be able to give them total of 12 capital-only recruitables. That's twice as much as any current nation (LA Abysia is the one most limited by capital-only units AFAIK). Are you sure any of them couldn't be changed into e.g. summons?
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December 6th, 2006, 01:06 AM
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Major General
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Mutations!
One thing I forgot, it'd be nice when we get the ability to mod magic items if we could make magic items that change hit point totals. I see why the basic game doesn't have any but they'd still be cool.
Otherwise, I have a proposal in response to the request to have random elements in unit specifications, which I said I thought was impossible. We ought to be able to have mutations!
Mutations work, from a game-mechanical standpoint, just like afflictions. It'd be nice if we could specify them ourselves through mod script - see below for the commands I think we'd need.
Unfortunately I don't think that's practical, but you could add mutations, even if none of the default units use them (although foul spawn should get them if they exist at all.)
The mutations in the attached list are mostly warhammer classics - if you added those (and mod commands to give them to units, with a bitmsask and a percentage change and all), that'd be super-keen and ought to cover most people's unit variety needs.
So, you'd need:
#mutation <bitmask> <chance>
-- Self explanatory, goes on units.
#spreads_mutations <bitmask> <chance>
-- So that we can add sites which mutate people that stay in the province with them.
-- Plus a spell effect that gives mutations! Chaos Channels! Huzzah!
If, on the other hand, you want to go nuts:
#attribute_pool <pool_number> <icon file>
#attribute <pool_number> <position>
-- Attributes, of which mutations are one type you could make, would appear in different types, each of which would have its own icon (and pool #), and each of which would have a, say, 64-bit bitmask. Position is the place in the bitmask, so a number from 0 to 63.
#require_slots (bitmask)
-- This attribute requires the combination of slots specified.
#no_mindless
-- Mindless units cannot get this attribute.
#no_mounted
#no_inanimate
#max_size (size)
-- You get the idea.
#stacks_to <position>
-- If you get this mutation, and you already have it, get this mutation isntead.
-- Other than that, each mutation would need the same stuff that units would get. You'd need a way to *modify* stats rather than just changing them, and you'd need a command to add or remove slots rather than just specifying which slots a unit would have.
-- Finally, for units
#attribute <pool> <bitmask> <chance>
-- And for sites.
#spreads_attribute <pool> <bitmsask> <chance>
-- And an effect for spells.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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