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  #1  
Old May 20th, 2008, 05:51 PM
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Default Re: Modding shortlist

I'll try to cobble together a modding shortlist starting sometime next week. Can't do it before then due to time constraints.
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  #2  
Old June 1st, 2008, 04:18 AM
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Default Re: Modding shortlist

#hero1name "Bob" , #hero2name "Walk Away Renee" etc please .

Also, we desperately need the ability to add custom independent unit recruitment sites, and the ability to add new independent population types. Thanks .
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Old June 1st, 2008, 06:16 AM
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Default Re: Modding shortlist

My wishlist :

* A #copy command, and if possible a #onebattlespell command usable for item modding.

* A #scriptedonly command for spells, making AI only cast them if scripted, eventually also giving them an huge value if scripted reducing their chances to be overwrited, or some better commands to alter spell AI behavior for modded battle spells, or some changes in the way AI consider the value of added spells (it looks like some composed buffs get incredible values even if the target is already affected by the same non cumulative effects, and some unusual effects get a so small one they are overwrited even by level 0 cantrips).

#buffs/mallus with limited duration (would be cool if using the cloud effect for limited duration + aoe 0 for a personnal spell could make the "personnal cloud" move with the target, instead of the buff/mallus vanishing when targets move) -probably too much work to implement that just for the few modders who make spells, I just mention it in case it's easily doable, and as it may be the base of a whole category of new vanilla spells
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Old June 2nd, 2008, 01:33 PM

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Default Re: Modding shortlist

I'd like to have a wish of moderate urgendness:

#landshape <creature id> and
#watershape <creature id>
Request for modding access to the effect that makes Oceania's troops change shape when they get to land (and back when they go to water again)

Or, if this would be possible make a new feature-possiblity out of it:
#terrainshape <terrain id> <creature id>
This command would then be able to shape your creature when you move it into the specified terrain-type, useful for mosters that are supposed to have a cave and mountain based combat bonus for example. To prevent huge lists of this command (the creature is supposed to change back when it then moves into anything not the specified terrain), a bitmask might be useful for terrain id.
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Old June 2nd, 2008, 08:14 PM
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Default Re: Modding shortlist

I don't have time to curate such a list atm, but would be happy to do so in priciple, maybe a month down the line if no-one else has done so.

The crucial distinction we'd need to draw, I think, would be between requests for modscript implementation of existing functionality, and requests for new functinoality.

All else being equal, a mod script command to implement an existing game feature is going to be pretty straightforward.

New features may be more entertaining but in any case are going to take, all else being equal, a lot more work to implement.
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  #6  
Old June 3rd, 2008, 03:01 AM
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Default Re: Modding shortlist

I'll be taking this up soon. I need to get the 3.17 DB up to snuff and release it, which is going to take a while since there will be formatting changes that translate to formula changes, which are a pain in the arse.

I expect I could get a preliminary modding shortlist done by the beginning of July and then maintaining that would not be a lot of work. It's getting it done in the first place that is. I've been busy with RL stuff that I got rid of last night finally, so this leaves more time for this.

DrP's point about categorizing requests is important. With good design of a shortlist, it will be easy to do. I expect that we will also hear from Illwinter on what they would like and where they want the modding shortlist to go.
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Old June 8th, 2008, 08:36 PM

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Default Re: Modding shortlist

I'm happy to help however I can.

I think we need to be fairly clear about which features are a priority amongst modders. A #unique tag for instance isn't a major priority because it's not going to be used that often and it can be simulated using copystats with very few side effects. Assigning a number value to the #cold and #heat auras on the other hand is somewhat higher priority.
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Old June 11th, 2008, 08:57 PM

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Default Re: Modding shortlist

#drainmage - drain immunity as featured by magisters of ulm

Not very high priority because it can be done with copystats.

#TroopA (monsterID)
#TroopnumA (number of troops)
#TroopB (monsterID)
#TroopnumB (numbers of troops)

-- Used for commanders to set troops automatically grouped into two units under them, much like starting troops under the starting commander. This would work for summons, heroes and recruitable commanders. It could have various applications and could be used with this next command;

#Trooplock

-- Can't move or add troops - just like mercenary commanders and their troops.



Nice shortlist Edi. Some stuff on there I would consider pretty low priority, like unique or numbers for armor,.. but there you go.
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  #9  
Old June 12th, 2008, 02:52 PM
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Default Re: Modding shortlist

The following has been added to the modding wishes shortlist:
  • Poptype modding as suggested by QM
  • Lots of weapon modding commands that would unlock existing mechanics
  • #desertsun and #heartofwinter to nation modding.
  • #drainimmune, #drainpower and #magicpower to monster modding wishes. The latter two would be new mechanics instead of unlocking existing mechanics.
I have not added anything about spell modding yet. That is going to wait until I come back from Sicily on the 22nd, so you can expect that section to start filling in early July unless Ich, Ballbarian or Llamabeast takes it upon himself to manage that. Of course, there is nothing to prevent the lot of you spending the week plotting among yourselves what kinds of things would be cool, how the mod command could be formulated and what it should do. It'll be that much easier for me to swoop in and just reorganize all the ready stuff for a list format.

Incidentally, that is precisely the reason why I have gone to such length to formulate command format and explanations, because if half of the design is done, and done similarly to how Illwinter has done things in the past (e.g. already existing modding commands), they can just pick and choose what they want to do, code it in and even slap the whole shebang straight into the modding manual without editing. The designing of mod commands like this and then formulating the mod manual entries must be some of the more tedious work in doing it, or it would be for me at least. So serving things up on a platter, as it were, is likely going to serve us all well in the long run.

If you take a look at the existing list, you will see only two entries with "New mechanic" in the description (n addition to the more generic ones). This is intentional at the moment. The wishlist commands would be simply ways of opening up existing mechanics for modding, which is easier than coding in new mechanics from scratch. That's also why I had no qualms in putting up so many wishes. Asking for things does not mean we will get them, though we might, but NOT asking for them is almost certainly going to mean they won't happen.

To return to the subject of spell modding for a while, it seems there are many entirely new mechanics being suggested (which are good suggestions), so they deserve more detailed attention than I can give now.
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  #10  
Old June 12th, 2008, 06:10 PM
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Default Re: Modding shortlist

Thanks Edi... any chance these could be added to the list as well ?

#Wither {NUM_1 thru NUM_10} = Unit loses life each game turn eventually leading to death and regeneration will not work during battle or outside of battle. Loss of life ranges from 1 to 10 per turn. Similar trait already exists for blood guards and blood lord.
*Usage = Future trait of a powerful SC which can rival the Tartarian

#Affliction {NUM_1 thru NUM_20} = Unit will arrive with specified affliction and NUM_20 is a random affliction.
*Usage = Allowing units created via mods to start with an affliction to add flavor and possible game balance.

#Wandering {NUM_1 thru NUM_99} = Commander has this percentage chance of turning independent each turn. Once independent it wanders into unpredictable provinces.
*Usage = Currently only one summon creature can turn independent and wander... we'd like to see more.

#Mercenary = Unit cannot be removed from its commander... the same as mercenary units cannot be removed.
*Usage = Prevents the usual scenario where leaders with magic are stashed into a castle while their units are passed to a different leader/mage.

#Turns {NUM_1 thru NUM_99} = Battlefield spell will only last specified number of turns during battle.
*Usage = Ability to Nerf and Fix battlefield spells which never end if the caster retreats such as Mists of Deception.

#SumSkill {NUM_1 thru NUM_10} = Grants a unit the summoning skill typically used by Ry'leh.
*Usage = Other nations can be modded to summon a being with the summoning skill thus when capturing Ry'leh's capital they can try the void gate or the magic site "strange house in the mist".

#EventMsg "XYZ ABC" = Spell is linked with a message event which is sent to the owner of the targeted province.
*Usage = Any spell which targets an enemy province can explain to the enemy what's happened.

#Delay {NUM_1 thru NUM_10} = Spell results/effect is delayed for X amount of turns. Can be used for battlefield spells or ritual spells.
*Usage = New Spells can have a delayed effect such as a spell called sun flare which may take 4 turns to reach the battlefield. Ritual spells can also have a delayed effect whether it's flames from the sky or summoning independents which attack a distant enemy province.


#Order " ", " ", " " = Summoned commander has these default orders to follow.

*Usage = Currently only very few commanders arrive with default orders such as Bogus and his men. Helpful for AI opponents.

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Also any improvements for the modding of magic items would be greatly appreciated. Currently modding of magic items are very limited.
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