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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 2nd, 2006, 07:22 PM
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Re: The Modder\'s Wishlist
Quote:
UninspiredName said:
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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Suggested before (although only once), but it's on the list already. Longdead and skeleton are the same thing. The other is soulless. However, one command won't do for the soulless, because corpses have varying amounts of resources, affecting the kind of soulless reanimated.
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December 2nd, 2006, 10:47 PM
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Re: The Modder\'s Wishlist
...Oh, they are? Isn't that just for reanimation? (Which, now that I think about it, is I guess all that matters.)
And do any nations get their own Soulless? I haven't seen any yet...
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December 3rd, 2006, 01:33 PM
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Re: The Modder\'s Wishlist
Quote:
UninspiredName said:
...Oh, they are? Isn't that just for reanimation? (Which, now that I think about it, is I guess all that matters.)
And do any nations get their own Soulless? I haven't seen any yet...
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Jotun does. Carrion Reanimation used to rock in Dom:PPP, before you neede corpses for it to work... You got insane amount of soulless Jotuns at every casting. Also, the monkey people will get their own soulless. They were implemented in 3.02.
From ulm.illwinter.com/dom3/dom3progress.html :
Quote:
2rd november
* Monkey reanimation for Lanka, Kailasa, Bandar log and Patala
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December 3rd, 2006, 01:36 PM
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Re: The Modder\'s Wishlist
It would be nice if I could easily set certian items to only be forgable by certian nations.
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December 4th, 2006, 03:02 AM
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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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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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