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October 13th, 2009, 12:33 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Modding shortlist
I think that the two most critical (for me) aspects that are missing are:
1) Fort modding. Like:
#newfort "number"
#name, #pic, #admin, #gcost, #def, #supply, #buildtime, #battleground (this would state which vanilla fort battleground will the modded fort use), #uw
#end
It'd be nice if I could make Dwarves have especially good castles or Bretonnia to get regular castles cheaper (just for example!)
2) UW/coast/land recruitrosters, like this:
#uwrecruit
#addrecunit,#addreccom
#end
#landrecruit
#addrecunit,#addreccom
#end
#coastalrecruit
#addrecunit,#addreccom
#end
-The things I could do with those commands! I could expand UWGIM with all sorts of nice stuff. How about some black plated shambler infantry for Ulm in UW forts? Besides, the current ways to edit these rosters are pretty non-excistent. I managed to somewhat edit them for UWGIM, but it was work-intesive and I was heavily limited in what I could do. The "hackish" ways I had to usee also made the mod quite MP-unfriendly and complicated.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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October 13th, 2009, 08:46 AM
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Second Lieutenant
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Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
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Re: Modding shortlist
BTW, the shortlist is in need of update. The following wished-for features have been granted over the various patches by the kindly devs:
MONSTER MODDING
* #landshape [monster nbr]
* #watershape [monster nbr]
* #forestshape [monster nbr]
* #plainshape [monster nbr]
* #heat [value]
* #cold [value]
* #stormimmune
* #unique
* #beckon [value]
* #affliction [bitmask] [chance] --> implemented as #startaff [percent]
* #stonebeing
* #bloodvengeance [strength]
* #leper
WEAPON MODDING
* #range (suggestion for negatives to indicate strength based is implemented)
* #mrnegates
* #mrnegateseasily
* #dt_small
* #dt_large
* #dt_construct --> not implemented, but can be simulated with #secondaryeffect and #dt_constructonly
* #dt_magic
* #dt_demononly
* #dt_constructonly
* #mind
* #dt_raise
NATION MODDING
* #undeadnation --> implemented as #autoundead, #zombiereanim, #horsereanim, #manikinreanim, #tombwyrmreanim, and #wightreanim
* #addpretender [monster nbr] --> implemented as #restrictedgod [nation nbr] in monster modding
* #killingdominion [multiplier] --> implemented as #domkill [value]
* #templecost [value]
* #labcost
MAGIC SITE MODDING
* #mon [monster nbr]
* #com [monster nbr]
* #increase_[scale] [+/-1] --> implemented as #incscale [scale] / #decscale [scale]
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October 13th, 2009, 10:58 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Modding shortlist
Quote:
Originally Posted by Stavis_L
* #affliction [bitmask] [chance] --> implemented as #startaff [percent]
* #mrnegates
* #mrnegateseasily
* #dt_construct --> not implemented, but can be simulated with #secondaryeffect and #dt_constructonly
* #dt_magic
* #dt_demononly
* #mind
NATION MODDING
* #addpretender [monster nbr] --> implemented as #restrictedgod [nation nbr] in monster modding
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The above, at least, should still be on the shortlist as they are not truly implemented afaik. I don't have the mod manual in front of me right now though.
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October 13th, 2009, 01:41 PM
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Second Lieutenant
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Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
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Re: Modding shortlist
Quote:
Originally Posted by Sombre
Quote:
Originally Posted by Stavis_L
* #affliction [bitmask] [chance] --> implemented as #startaff [percent]
* #mrnegates
* #mrnegateseasily
* #dt_construct --> not implemented, but can be simulated with #secondaryeffect and #dt_constructonly
* #dt_magic
* #dt_demononly
* #mind
NATION MODDING
* #addpretender [monster nbr] --> implemented as #restrictedgod [nation nbr] in monster modding
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The above, at least, should still be on the shortlist as they are not truly implemented afaik. I don't have the mod manual in front of me right now though.
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Hrm...I was going by the documentation in the modding manual that comes with the 3.23b patch, on the presumption that anything documented there would no longer be a wish-list item, but rather a bug-fix request if it's not working. I have not personally tried all of the above commands. Where the (documented) implementation deviates from the request, I've indicated (but perhaps you're right, and those should be left as reminders; I'm thinking that they're a lot less likely to get attention if they've already been visited once and not fully implemented, though.)
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