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July 15th, 2008, 10:58 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Modding shortlist
1. This may be covered by your other more generic post, but i would like to be able to mod special abilities into armor, not just weapons.
2. Another feature that KO is aware of, research variables.
I would like an easier way to mod how difficult research is by levels. Say #research level one normal
#research level two normal
#research level three hard
etc.
3. A mod command(may not be possible) to limit castle construction within x number of provinces of an existing castle).
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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July 15th, 2008, 12:25 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: Modding shortlist
1) What kind of special abilities? Right now armor is protection only and that's it. I suppose it might be possible to have #fx_wood, #fx_iron, #fx_leather and possibly also #fx_magic for armor, making the armor have some characteristics (e.g. leather armor not affected by Rust Mist etc), but I have no idea how viable this is and whether or not these effects could be unlocked for modding. I think some similar effects could also be available for weapons, but I have no hard data.
2) I can add that, but don't count on it happening.
3) Would more likely be a map command where a province is tagged nocastle. Can't see it doable otherwise, but JK would be the one to make that call.
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July 15th, 2008, 12:49 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Modding shortlist
I think KO actually said in the Kingmaker thread he may be willing to do something to make tiered research paths feasible in a mod.
Instead of having just hard for spell paths 1-9, to allow setting a difficulty for each of the 9 paths individually.
Shields in game already have special abilities.
Vine Shield-entangle
Shield of Valor-missile protection
Charcoal Shield-fire shield
To my knowledge, there is no way i can create a new shield and give it a special ability.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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July 15th, 2008, 01:18 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Modding shortlist
Quote:
Xietor said:
I think KO actually said in the Kingmaker thread he may be willing to do something to make tiered research paths feasible in a mod.
Instead of having just hard for spell paths 1-9, to allow setting a difficulty for each of the 9 paths individually.
Shields in game already have special abilities.
Vine Shield-entangle
Shield of Valor-missile protection
Charcoal Shield-fire shield
To my knowledge, there is no way i can create a new shield and give it a special ability.
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I don't play in Kingmaker, so I would not know. As far as the second point, I don't know how many times I need to post it, but weapons and armor DO NOT have special abilities and CANNOT give them. ITEMS are what you are looking at. If ever there was a modding FAQ question, this one is it.
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July 15th, 2008, 01:03 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Modding shortlist
Unfortunately, Xietor, I think all three of your suggestions go under the "may not be possible". Weapons can't have special abilities, just secondary weapon effects (which all deal some sort of damage).
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