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May 3rd, 2007, 05:12 PM
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National Security Advisor
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Re: The Modder\'s Wishlist
Quote:
HoneyBadger said:
I'd like a morale setting of 100 (unless that doesn't already have a purpose). The purpose of the setting would be to have a unit become berserk in battle, but the berserk never wears off, and the unit doesn't grow fatigued.
In other words, the unit can fight independently, but doesn't leave battle, ever, and fights until it's dead.
This would be good for modding certain magical, mechanical, and demonic units that just never, ever stop once they go berserk.
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What if two of them were thrown at each other? And what if, say, both had lost both of their arms (Picus & Procas' axes, and some Enslavement going on)? Two monsters endlessly trying to kill each other with Useless Kick. It would take days before the battle would be finished!
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In other words, berserkers won't rout except if the battle has already taken too long. Then the attacker's side, ALL of it, routs. In case there are immobile units in there, the defender's side routs too (after 10, 20, 30 turns? something like that). And if the battle is STILL going, perhaps due to a paralyzed, limping, feeble-minded Sphinx or something, it kills everyone left.
I don't know the details of this in Dom3, but in DomII we got some complaints about the battle limit being reached too soon. I think it got increased because I don't remember anyone complaining about that, and the armies are much bigger this time around.
EDIT: Also, a combination of berserk and reinvigoration would go a long way.
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May 5th, 2007, 05:37 PM
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General
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Re: The Modder\'s Wishlist
Eventually, Endoperez, you run out of maximum combat turns. I think it's like 50-60 turns, modified by the amount of units, before the attacking side automatically routs.
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May 6th, 2007, 02:01 PM
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Major General
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Reserved Enchantment Slots
It'd be nice to have our own versions of several of the enchantments, and I think it might be possible without an entire engine rewrite. If this is infeasable, consider it a request for Dom 4.
When I talk about "enchantment #" I'm refering to the pool of province/world conditions that go in the damage field for effects 81, 10081, 10082, 10084, 10085 and 10086.
It'd be nice if these enchantment #s were cross portable - so if I combine the enchantment # for wrath of God with a single-province effect, I should get wrath of God restricted to that province. Sometimes this works, sometimes not, I might be messing up the #spec fields.
When I talk about "spell #s" I mean the actual numbers for individual spells (analagous to armor #s and so forth)
Enchantment #s 500-549 could be reserved for spells that mimic Fire Storm. Each of these enchantment #s "points to" a spell # - it hits half the units on the battlefield with that spell, every turn of combat (or all of them, or whatever is easiest using recycled code from Fire Storm, Heat from Hell, etc.)
Enchantment #s 550-599 mimic Mists of Deception (Shark Attack, Wrathful Skies?) and just drops whatever spell it maps to some number of times per round, at random on the battlefield or however it is these things work.
Enchantment #s 600-649 could be reserved for spells that mimic Wrath of God. Again, each enchantment # "points to" a spell # - it hits units with that spell each strategic turn in the same dominion-dependent fashion as Wrath of God. Targeting specifics on the spells control what they hit (so you could have beneficial spells hit your own stuff.)
Enchantment #s 650-699 do the same thing but with spells that themselves target provinces (remote summons, sent events, presumably.) Again the #spec field in the spell that the enchantment references controls whether or not friendly/unfriendly provinces are hit.
Enchantment #s 700-750 work like Carrion Woods / Soul Gate, but they'd point to pre-specified ranges of reserved unit #s (seems to be 10 basic units plus 1 commander for soul gate, so units 3000-3550 could be reserved for this purpose.)
If you wanted you could provide some frequency gradient within the enchantment #s - so #s 620-629 go off just as often as WoG, 610-619 less often than that, etc.
I can't think of an easy way to make our own variants of the more exotic stuff.
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May 6th, 2007, 02:12 PM
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BANNED USER
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Re: Reserved Enchantment Slots
Actually as far as I can tell Clearmagic was working fine for me before and now, with 3.08, it is not.
I NOW have to put #clearmagic in several times for commanders using copystats, whereas before I only had to put it in once for it to work.
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May 12th, 2007, 03:05 PM
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Major General
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Other events
At present, effect 10042 can only send ten events, unless I'm messing up.
It'd be nice if we could send all the other events as well.
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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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May 23rd, 2007, 04:35 PM
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Major General
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More age manipulations
I want spells to make my units younger (other than the caster.)
I tried fiddling with various #spec for effect 10101 (youth), and no dice - only the caster gets younger.
I can create combat spells that en-youthen my entire army with effect 101, BUT I can't get the computer to cast them.
I could get around this either if I could mod the secondary effect field for spells (which we need anyway, sooner or later) or with an AI priority change for effect 101 - so that the AI would allow it to be cast in combat (presently won't do so even if scripted to do so, AFAICT.)
Alternatively, a variant on effect 10041 (flames from the sky) that did age instead of hp damage, if it happens to exist by some generative rule (I tried 10151 and that wasn't it), or if it could be added, would be even better.
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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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May 23rd, 2007, 10:42 PM
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General
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younger units
I'll second that-we need spells to make other units younger. And ritual spells, not combat, because that's kind of cheezy to have people getting younger in the middle of a battle.
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