.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
winSPWW2- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old December 16th, 2008, 12:26 AM

Trumanator Trumanator is offline
BANNED USER
 
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
Trumanator is on a distinguished road
Default Re: Newbie seeking advice

You mean its impossible to make forgable magic items? Damn,that just sucks.
Reply With Quote
  #2  
Old December 16th, 2008, 01:04 AM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: Newbie seeking advice

Well, you can make a new item, but there's not much you can do with it. Item modding is mostly for changing the costs and requirements to make said items.

Edit: Let me work up a chassis for you real quick.

#newmonster anumberfrom 2200 to 2999
#name "Clam Master"
#copyspr monsternumber
#descr "A unit that produces clams."
#ap 10
#mapmove 3
#hp 10
#prot 0
#size 2
#str 10
#enc 3
#att 10
#def 12
#prec 10
#mr 14
#mor 12
#gcost 0
#rcost 1
#weapon "Useless Kick"
#armor "Robes"
#gemprod 4 5
#poorleader
#stealthy canhaveavalueforincreasedstealth
#amphibian or pooramphibian
#flying
#end

That's a relatively generic weak sort of chassis for you clam producing summon, a bit extra mr to make it slightly les vulnerable to kill spells and a little extra morale for no good reason. As far as the spell portion of your clam factory summon I can't really help you there, I haven't touched spell modding yet.

As for the food supply summon, you can do basically the same thing. Just replace the "#gemprod 4 5" line with "#supplybonus whatevernumberyoulike".

You can also remove all their item slots if you like with #itemslots 1, or give them no leadership with #noleader.

Last edited by rdonj; December 16th, 2008 at 01:23 AM..
Reply With Quote
  #3  
Old December 16th, 2008, 01:33 PM
SlipperyJim's Avatar

SlipperyJim SlipperyJim is offline
Sergeant
 
Join Date: Feb 2007
Location: Northern VA, USA
Posts: 321
Thanks: 51
Thanked 28 Times in 20 Posts
SlipperyJim is on a distinguished road
Default Re: Newbie seeking advice

Quote:
Originally Posted by rdonj
As far as the spell portion of your clam factory summon I can't really help you there, I haven't touched spell modding yet.
Summoning spells are actually rather easy. I'll take a shot at providing something....
Code:
#newspell
#name "Construct Clam Master"
#descr "The mage constructs a magical flying clam that produces Astral pearls."
#school 3
#researchlevel 6
#path 0 2
#pathlevel 0 3
#path 1 6
#pathlevel 1 1
#fatiguecost 6000
#effect 10001
#damage (unit number for the clam monster)
#spec 8388608
#nreff 1
#end
So if the Clam Master is unit #2947, then the damage should be 2947. By the way, the #spec is to allow the ritual to be cast underwater. If you're going to make the clams amphibious, then it makes sense that you should be able to construct them in an underwater lab.

For some reason, I'm imagining a giant clam with cartoon-style wings. "Look, kids! It's Clammy, the magical flying clam who brings chowder to all good little children!"

You know ... you could combine your requested features to make a flying clam monster that produced pearls and food!
__________________
More Trollz mod for Dom3
Reply With Quote
  #4  
Old December 16th, 2008, 08:04 PM

Loren Loren is offline
First Lieutenant
 
Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
Loren is on a distinguished road
Default Re: Newbie seeking advice

Quote:
Originally Posted by SlipperyJim View Post
Quote:
Originally Posted by rdonj
As far as the spell portion of your clam factory summon I can't really help you there, I haven't touched spell modding yet.
Summoning spells are actually rather easy. I'll take a shot at providing something....
Code:
#newspell
#name "Construct Clam Master"
#descr "The mage constructs a magical flying clam that produces Astral pearls."
#school 3
#researchlevel 6
#path 0 2
#pathlevel 0 3
#path 1 6
#pathlevel 1 1
#fatiguecost 6000
#effect 10001
#damage (unit number for the clam monster)
#spec 8388608
#nreff 1
#end
So if the Clam Master is unit #2947, then the damage should be 2947. By the way, the #spec is to allow the ritual to be cast underwater. If you're going to make the clams amphibious, then it makes sense that you should be able to construct them in an underwater lab.

For some reason, I'm imagining a giant clam with cartoon-style wings. "Look, kids! It's Clammy, the magical flying clam who brings chowder to all good little children!"

You know ... you could combine your requested features to make a flying clam monster that produced pearls and food!
But you don't normally take your clammers into battle.
Reply With Quote
  #5  
Old December 17th, 2008, 06:57 AM
SlipperyJim's Avatar

SlipperyJim SlipperyJim is offline
Sergeant
 
Join Date: Feb 2007
Location: Northern VA, USA
Posts: 321
Thanks: 51
Thanked 28 Times in 20 Posts
SlipperyJim is on a distinguished road
Default Re: Modding gem/supply producing items

If the Clam Master is stealthy, then it doesn't have to enter battle. It can just sneak along with your troops to provide food and pearls.
__________________
More Trollz mod for Dom3
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:59 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.