Warning: Illegal string offset 'type' in [path]/includes/class_postbit.php(294) : eval()'d code on line 65
Wishlist Modding shortlist - Page 16 - .com.unity Forums
.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







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

Reply
 
Thread Tools Display Modes
  #151  
Old October 24th, 2010, 06:19 PM

WoodMan WoodMan is offline
Private
 
Join Date: Sep 2010
Posts: 33
Thanks: 12
Thanked 12 Times in 2 Posts
WoodMan is on a distinguished road
Default Re: Modding shortlist

I think you can reduce the cost of new spell paths and initial cost of pretender physical shape, would this help?
Reply With Quote
  #152  
Old November 1st, 2010, 01:58 PM

LDiCesare LDiCesare is offline
Captain
 
Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
LDiCesare is on a distinguished road
Default Re: Modding shortlist

Quote:
I kinda want to mess around in SP with a triple bless with good scales SC pretender. Is that possible at all?
Just make your own chassis for your god and start him with 4 in several paths.

Example:
Code:
--Mantis
#newmonster 3061
#spr1 "./NES/mantis.tga"
#spr2 "./NES/mantis2.tga"
#name "Mantis"
#descr "The Holy Mantis"
#hp 18
#size 2
#mr 18
#prot 12
#mor 30
#enc 3
#str 15
#att 12
#def 12
#prec 10
#mapmove 3
#ap 10
#gcost 20
#rcost 1
#startdom 1 -- May want to put more so you don't waste points on dominion too.
#pathcost 50 -- or less...
#female
#immortal
#forestsurvival
#weapon 29
#weapon 29
#weapon 29
#weapon 29
#startage 10
#maxage 200
#ambidextrous 4
#magicskill 0 4 -- This
#magicskill 6 4 -- and that: Provide starting paths of 4 in Nature and Fire if I remember well
#itemslots 7326
#end
You could also modify an existing chassis.
Reply With Quote
  #153  
Old November 13th, 2010, 01:58 PM

FlyingScreenMonster FlyingScreenMonster is offline
Private
 
Join Date: Oct 2010
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
FlyingScreenMonster is on a distinguished road
Default Re: Modding shortlist

I guess if that's the only way. Thanks for the help.

I kinda just wanted to just play around with the lesser used (never used) chassis for fun with different amounts of points. But I guess I could just modify their stats instead.
Reply With Quote
  #154  
Old November 15th, 2010, 09:09 AM
Stavis_L's Avatar

Stavis_L Stavis_L is offline
Second Lieutenant
 
Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
Stavis_L is on a distinguished road
Default Re: Modding shortlist

Quote:
Originally Posted by FlyingScreenMonster View Post
I guess if that's the only way. Thanks for the help.

I kinda just wanted to just play around with the lesser used (never used) chassis for fun with different amounts of points. But I guess I could just modify their stats instead.
If it's for single player, you could also modify the pretender using map commands. You'd need to disable cheat protection, but since you're the only player, not a big deal. The biggest downside is that you'd need to pick your starting province, vs. having it randomly assigned.
__________________
A nation mod I created:
Mistica: A Magocratic Police State
Micro-mods by me you might find useful:
Brainless Soulless - a fix for Life after Death/Ankh "exploit", Bogarus Scout Fix
Reply With Quote
  #155  
Old April 27th, 2011, 05:31 AM
Squirrelloid Squirrelloid is offline
Major General
 
Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
Squirrelloid is on a distinguished road
Default Re: Modding shortlist

I think this is the right place for this.

Monster command requests.

#sacredawe : halt heretic, with number given as per awe command.

#remove <"ability">: There are a lot of special abilities in the game that the only way to make use of them in modding is to copystats some monster. Unfortunately, a lot of these monsters come with baggage abilities. Some of these abilities cannot be cleared, specifically the binary ones, without also clearing the ability that was desired in the first place. Rather than request a way to implement every single ability in the game, a way to spot-remove an arbitrary ability would be very helpful. Most of these abilities are things we can currently give to monsters (for example: flying), but have no way to take away. (There are certain abilities we can take away - currently anything which takes an argument can be set to 0 to basically not function. But anything like #ethereal, #flying, #coldblooded, etc... cannot be removed without #clearstats. The specific case i'm currently annoyed by is trying to use Iron Angel's Halt Heretic 8, but i want a unit that doesn't fly.)
__________________
The ignorant shall fall to the squirrels.
--Chip 4:2

Ulm: Order of the Black Rose - Reimagining MA Ulm

A more Sombre forum: http://z7.invisionfree.com/Dom3mods/index.php?.act=idx. Now with more Maerlande.
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 05:26 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.