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  #1  
Old June 25th, 2008, 09:53 AM
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Default 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.
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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  #2  
Old June 25th, 2008, 12:22 PM
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Default 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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  #3  
Old June 25th, 2008, 12:28 PM

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Default 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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  #4  
Old June 25th, 2008, 12:31 PM

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Default 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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  #5  
Old June 25th, 2008, 05:31 PM
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Default 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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  #6  
Old June 29th, 2008, 06:31 PM
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Default 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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Old June 30th, 2008, 03:07 AM
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Default 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.
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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File Type: zip 620417-chargemod.zip (43.8 KB, 79 views)
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  #8  
Old July 8th, 2008, 03:36 AM
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Default 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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Old July 8th, 2008, 07:43 PM
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Default Re: New mod commands

Endo, I just saw that message and attachment. Thanks.
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  #10  
Old July 9th, 2008, 03:13 PM

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Default 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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