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June 12th, 2008, 02:52 PM
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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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June 12th, 2008, 06:10 PM
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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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June 12th, 2008, 07:01 PM
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Re: Modding shortlist
Being able to set separate underwater/overland PD and recruitment options (hardcoded for some existing nations) would be useful, even if only for tweaking the existing nations.
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June 13th, 2008, 02:16 AM
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Re: Modding shortlist
NT Jedi, I'll take a look at those. The affliction one is already in the list as #affliction <bitmask> <chance>. Adding a #voidsummon <value> command would be in line with the existing theme of unlocking stuff, so that one is in.
The mercenary thing is different, I have no idea what kind of special hardcoding there is for the mercenary companies and how easily it could be unlocked. So that would probably need its own subsection. Hence it will be evaluated after my vacation. Everything else on your list is spell modding and will thus be likewise postponed.
We're likely to get feedback on the shortlist from JohanK when he starts using it, which will help shape how it develops. After this initial frenzy of listing things, the followup is going to be slower. Both because it deals with sections that are unfamiliar to me and because it involves a lot of new mechanics from what I can see, as I outlined in my previous post.
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June 13th, 2008, 03:03 AM
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National Security Advisor
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Re: Modding shortlist
I've chopped up the modding list into discrete posts such as was done with the buglist. It makes managing the thing easier.
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June 26th, 2008, 08:14 AM
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Re: Modding shortlist
Added #custommagic modification wish to the list, so that linked custom randoms would be possible.
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February 10th, 2009, 12:07 PM
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Re: Modding shortlist
Extended Random Events.
The current random events are limited to 4. Rather than change the code, I'd like to extend it, and I'd like to make it user moddable.
The idea I envision is that these extended luck events are an additional luck event that would only occur after they become turn eligible, and only if provinces have been denied luck events due to the 4 cap.
(Actually, I'd prefer to change the whole mechanism, but this might be easier or a good first step).
I'd like random events to draw from a list (preferably text) like mercenaries do.
Something like the following format:
ScaleMask: ABCDEF Where each ABC... are numbers corresponding to scales.
Terrain Mask: Bit Map corresponding to required terrains.
CommanderSummon1: Commander Summoned.
CommanderSummon2: Ditto.
UnitSummon1: Unit number summoned.
UnitNumbers: How many to summon.
UnitSummon2:
UnitSummon3:
SpellCast: Spell number
SpellParam1:
SpellParam2:
ChangeScale: Mask to change scales. So for example 100000
would increase Turmoil 1.
CapitolEligible: Can this event occur on the capitol province.
TurnStart: What turn the event can occur on.
TurnEnd: What turn the event can no longer occur on.
EventMsg: Text to be displayed on players screen
TempleLabFort: 3 bit mask. 1 turns on, 0 turns off.
AddSite: Site Number.
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February 13th, 2009, 02:21 PM
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Re: Modding shortlist
#airbreath
Give a unit the ability to let water breathers breath on land.
Alternately it you could use a negative number with waterbreath
Also, it would be nice if all tags could be used on magic items and sites. Enter to gain water breathing, for example
But J/K and KO - I really think you have seen the enthusiasm of modders. If you opened up the primitives so others could extend with code.. .I think popularity would continue to cincrease as others cotiued to extend the game. So that would be my number 1 choice = )
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February 13th, 2009, 02:44 PM
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Re: Modding shortlist
Quote:
Originally Posted by chrispedersen
Also, it would be nice if all tags could be used on magic items and sites. Enter to gain water breathing, for example
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I don't think there will be tags for all the effects there are, ever.
But I'd like to have a variable tag for effects on items and units. I know about pretty much all the effect IDs and what they do, and I'll document them so that modders can use them. That would instantly open up some really interesting opportunities for modding.
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