.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
  #11  
Old August 1st, 2007, 06:18 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Modding reanimating priests

#icearmor is a property of the monster, not the armor, so that could not be added to armor modding. Similarly, awe, fireshield, resistances and other such special abilities are properties of a monster, not armor, so the same applies.

The magic effect for armor is nice, but I'd settle for being able to mod armor by number and also assign armor to monsters by number in mods, which would be the most significant improvement there.

Adding effects to ITEMS, now that would be nice, but it is not a very trivial addition compared to e.g. getting #darkvision <nbr> or having #cold changed to #cold <nbr>.

The #inquisitor and #autoberserk ideas are good.
Reply With Quote
  #12  
Old August 1st, 2007, 06:02 PM

sube sube is offline
Corporal
 
Join Date: Feb 2004
Location: netherlands
Posts: 73
Thanks: 0
Thanked 1 Time in 1 Post
sube is on a distinguished road
Default Re: Modding reanimating priests

A few more:

Nation modding:

- Only 5 heroes are enabled now (#hero1 ... #hero5), can it be extended to 10 (or whatever)? Heroes can be fun

- A command to mod the gcost for a nation temple (like Man and Pangaea which have temples for 200g rather than 400

- A command for a dominion that kills people like Ashen Empire, #deathdom <intensity> (this one many not be quick to implement though)

- #castlegold <bonus>: similar to #castleprod but here the bonus is gold, not resources

Unit modding:

- Now only #domsummon, #domsummon2 and #domsummon20 are available. Is it possible to have a bit more granularity? (e.g. #domsummon3, #domsummon5 etc)

- Something like #affliction <affliction id>. Forces a unit to have a specific affliction, chosen from a lookup table (like the Odin pretender for instance, who always has lost an eye)
Reply With Quote
  #13  
Old August 2nd, 2007, 12:56 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Modding reanimating priests

#summon1 and #summon5 are available, but not #summon2, #summon3 etc. Same deal as #domsummon really.

A #unique tag would also be quite useful.
Reply With Quote
  #14  
Old August 2nd, 2007, 05:22 AM

sube sube is offline
Corporal
 
Join Date: Feb 2004
Location: netherlands
Posts: 73
Thanks: 0
Thanked 1 Time in 1 Post
sube is on a distinguished road
Default Re: Modding reanimating priests

And also:

- #nodrain: this unit's research is not affected by drain scale (just like a Ulm smith)

- #patrolbonus is not yet implemented right?

- #seasonal <season>: unit gets extra hp during a specific season (like winter wolves, simmer lions, red guards etc)

And i had a fourth one too, but right now i can't remember what was it. Damn old age...

Edit: Ah yes:

- #heroname <name>: forces a hero to have a specific name
Reply With Quote
  #15  
Old August 2nd, 2007, 04:05 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Modding reanimating priests

Nodrain is pretty easy to get via copystats without drawbacks though, from what I recall.

Seasonal would be very fun. Ant and grasshopper soldiers.
Reply With Quote
  #16  
Old August 2nd, 2007, 04:52 PM
Gandalf Parker's Avatar

Gandalf Parker Gandalf Parker is offline
Shrapnel Fanatic
 
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
Gandalf Parker is on a distinguished road
Default Re: Modding reanimating priests

If these are new suggestions then I would recommend adding them to the modder wishlist thread. Modders Wishlist
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
Reply With Quote
  #17  
Old August 3rd, 2007, 11:05 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Modding reanimating priests

There's a reason I asked people to post the small stuff here, Gandalf, namely that I can do a quick roundup of the most burning issues. The modders' wishlist thread is nowhere near the size of the bug discussion one, but I'm not inclined to wade through all of it right now.
Reply With Quote
  #18  
Old August 3rd, 2007, 03:23 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Modding reanimating priests

I take it you have already checked out my lists in the Modders' Wishlist thread. I've waded through it a few times.
Reply With Quote
  #19  
Old August 3rd, 2007, 03:54 PM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Modding reanimating priests

Not for a while. I will, though. Thanks for reminding me.
Reply With Quote
  #20  
Old April 26th, 2008, 01:46 AM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: Modding reanimating priests

The situation seems to have gotten a little more interesting in 3.15.

EA Oni demon priests now cannot reanimate.
Demon Kings CAN reanimate - but only up to ghouls.

However, if you make the demon priests undead - they can reanimate again - up to longdead caval....

Weird.

Chris
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 12:17 AM.


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