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June 25th, 2008, 09:53 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: New mod commands
Quote:
Kristoffer O said:
JK made some new mod commands yesterday, after remarking how easy it is when there is a nice shortlist stating what is wanted.
So my assumption about us working better with shortlists seems to hold.
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Is that tied into his basic love of mods?
Or would it apply also to a map shortlist and a server shortlist?
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June 25th, 2008, 12:22 PM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
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Re: New mod commands
This mostly applies to monster modding as it is difficult to know what relevant abilities I have missed, but quite easy to implement them since the abilities are already there for existing units.
I believe there will be some more modding additions for the next patch, but I don't know in what areas yet.
And #startaff is a command that sets a percentage chance of starting with a random affliction, just like a flagellant.
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June 25th, 2008, 12:28 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
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Re: New mod commands
Top of my list of monster modding requests (aside from those just done) is #heat <nbr> and #cold <nbr> so we don't always have to give things heat/cold 3. That would be great. I suppose I should post that in the shortlist thread though.
These ones you've just done are super handy though. I'm going to make use of several of them right away once the patch comes out.
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June 25th, 2008, 12:31 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
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Re: New mod commands
Oh, I just checked the modding shortlist - that list is actually excellent, or at least the creature modding bit (which I'm interested in) is (didn't properly look at the rest).
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June 25th, 2008, 05:31 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: New mod commands
Wow, neat stuff! Lots of potential. Hmm, we could actually make a Moose Mod that makes Moose only stealthy in woods!
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June 29th, 2008, 06:31 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: New mod commands
Nice!
BTW, I could really use "dt_small" (affectionately thought of as "dt_squash" right about now. I'm starting a mod to tramplers to change the trample mechanic for some of them. DT_small already on the shortlist.
Also I'm just about finished with the first version of the spell portion of my complete magic rebalancing mod for epic/RP /army-loving purposes. I'm having a lot of fun with it.
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June 30th, 2008, 03:07 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: New mod commands
Quote:
PvK said:
Nice!
BTW, I could really use "dt_small" (affectionately thought of as "dt_squash" right about now. I'm starting a mod to tramplers to change the trample mechanic for some of them. DT_small already on the shortlist.
Also I'm just about finished with the first version of the spell portion of my complete magic rebalancing mod for epic/RP /army-loving purposes. I'm having a lot of fun with it.
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Nice!
If you're interested, I attached the mod with the weapon changes we discussed a while ago. I haven't changed forgeable magic weapons or resource costs, but it gives should give a good idea about the direction of the change.
Anyone else, the mod basically tries to make spears and polearms, axes and battleaxes, mauls and hammers etc weak weapons better. Feel free to try it if you're interested.
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July 8th, 2008, 03:36 AM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
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Re: New mod commands
New Ability:
New modding commands which allow us to add new mercenaries into the mix of existing mercenaries would be appreciated.
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July 8th, 2008, 07:43 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: New mod commands
Endo, I just saw that message and attachment. Thanks. 
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July 9th, 2008, 03:13 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: New mod commands
9th july
* New weapon modding commands: #dt_small, #dt_large, #dt_raise, #dt_magic, #dt_constuctonly, #dt_demononly, #mrnegates, #mrnegateseasily, #mind.
* Weapon modding: Range -1 = strength as range, -2 = str/2, etc.
Ooh! More goodies! And some good stuff for you there PvK.
#mrnegates will be really useful I think. I'm going to use it in Tomb Kings for sure.
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