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October 13th, 2006, 04:32 AM
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Sergeant
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Join Date: Oct 2003
Location: Vienna, Austria, Europe
Posts: 234
Thanks: 62
Thanked 11 Times in 6 Posts
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Re: The Modder\'s Wishlist
missing:
Mod to cancel/alter the OLD AGE effect for commanders.
i suggest doing that for each unit, like
#unit (number)
#age 66
#start_of_old_age 80
it would be nice to mod old age effects and their probability per turn:
#old_age_disease 0.05
#old_age_feeblemind 0.1
#old_age_limp 0.3
#old_age_eyeloss 0.15
#old_age_armloss 0.0
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October 13th, 2006, 04:38 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: The Modder\'s Wishlist
7.50 #maxage <age>
This maximum age for a monster. After this age it will
risk getting afflicitions and eventually die. Default is 50.
7.75 #startage <age>
The start age for a monster. Usually there is no need to
set this as it will be calculated automatically depending
on startage and skills. An age of zero clears this command
and an age of -1 sets start age to zero.
I think there is a typo in the latter description. I think it should read "dpending on maxage and skills". In my Anansi mod age didn't work correctly, but that might be because he's a shapechanger.
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October 14th, 2006, 08:55 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: The Modder\'s Wishlist
Ability to remove an existing nation
As an example, a new, empty era into which unwanted nations can be moved, or a command to make a nation unselectable. Currently, it's complicated to move e.g. LA C'tis Desert Tombs into Middle Age.
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October 14th, 2006, 09:15 AM
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Corporal
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Join Date: Mar 2006
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Re: The Modder\'s Wishlist
Thanks Endoperez, I was just going to post that
I'd also like to add: some way of controling the maximum number of infinite heroes you can have. I want one hero where you can only have one at a time
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October 15th, 2006, 10:13 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: The Modder\'s Wishlist
I've got some requests regarding pretender design.
Firstly, I'd like to add additional options under the pretender design (in the toolkit) and under the check-for-cheaters control.
For example - four types of pretenders, normal (as it is now), weak, strong and devastating.
Weak pretenders are built on 200 points. Scales cost 20 points each, and the dominion cost multiplier is 3. Dormancy is only worth 100 points, and imprisoned is worth 175 (which gives you a slight boost for those choices.)
Strong prenteders are built on 600 points, scales cost 30, the dominion cost multiplier is 10. Dormancy is worth 225 points, imprisoned is worth 375 points.
Devastating, 800, 40, 15, worth 300 or 500.
My suggestion is an #add_scheme command, with the following child commands.
#base_points <num>
#dominion_multiplier <num>
#magic_multiplier <num>
#scale_multiplier <num>
#points_dormant <num>
#points_imprisoned <num>
#end
The game should automatically add the option to cycle through all existing schema in the Design Pretender God dialogue, and in the game creation dialogue "cheat prevention" should scroll through all available design schema.
Of course, there are other ways to achieve the same result (replacing all the national pretender lists, say,) but I think this ought to be achievable directly.
It'd also be nice if the AI could read these schema when making pretenders (assuming it spends points and doesn't pick them from a pre-compiled list.)
---
My second request may be completely infeasibl - but I'd like to be able to bring back themes.
I'd like to add another entire panel to pretender design. In that panel, I'd like to add a host of options, which either cost or give you points, and which modify your national characteristics. This is the logical way in which I think it'd be structured. I've got an entire list of ten sets of these, I'd like to put them under a pretender design section called "Commandments". I'm sure everyone could see how this would be cool.
The underlying idea is that I'd like to be able to take any position and "twiddle" it into a (second-rate, like vanheim, say) blood position (or necromancer position, or amphibious position, etc.). Concept is - I'm the new God, if I start demanding blood sacrifices, I expect Timmy the Archtheurg to get with the program.
I expect a lot of people wouldn't like this - and it'll be hell to game-balance it - but
#add_misc_option
#option_type 1
-- You can't have more than one option from the same "type".
#option_name "Make me an altar of splintered bones and rotting flesh!"
-- If possible, load these dynamically into the sub-menu.
#option_requires_mdeath 5
#option_requires_sdeath 0
-- Likewise for each magic path and scale. "Require death 0" means doesn't allow growth.
#option_nation 29
-- Now we have a block of mod commands which it runs if you are Pythium. All the same mod commands should be available as when modding a faction from scratch, in addition...
#option_cost_fixed 3
#option_cost_cumulative 2
-- Cost in pretender design points. Fixed points are multiplied by the cost of a scale - cumulative points are added together and then priced as an equivalent dominion increase, so discourage people from piling on lots of options.
#remrecunit <nbr>
#remreccom <nbr>
-- Ideally, this should pull all instances of a given unit number from the national recruit list. If the only commands you can support clear the list entirely - then just add this one.
#clearcapitalsites
-- So that you can change the list of capital-only units.
#end_nation
-- And a list for each nation that can take the mod.
#end
---
And, thirdly, I'd like some more nation modding commands, but I'll compile that list later.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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November 29th, 2006, 08:06 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: The Modder\'s Wishlist
THE MODDERS' WISHLIST
Updates:
3.12.
#horrormarked <value>
#cursed
#affliction <bitmask> <chance>
* ability to make units immune to Horror Mark or Curse
* nation-spesific items
1.12.
* A way to make ranged weapon be affected by Flaming Arrows. #fireweapon (wpn nbr) was suggested.
* A way to set #range to Strength, for thrown weapons.
Implemented, but bugged
* #specialeffectalways doesn't work at all
Requested mod commands
* commands for changing the costs of labs and temples, and fort modding commands with gold cost, time requirement and layout (the battlefield used).
* Poptypes modding: recruitable units, defenders, era, rarity
Magic sites
* It isn't possible to make sites that let everyone recruit the units. #com and #mon commands are needed in addition to #homecom and #homemon.
* All modding commands need #clear or similar command. #clear for sites and weapons are missing.
* command for summoning creatures when a mage enters a site
* command for casting a spesific ritual when mage enters a site
* unrest for magic sites
* modding commands for the dungeon sites
Weapons
* All modding commands need #clear or similar command. #clear for sites and weapons are missing.
* A way to make ranged weapon be affected by Flaming Arrows. #fireweapon (wpn nbr) was suggested.
* A way to set #range to Strength, for thrown weapons.
Units
* #insanity
* #summanallies [amount] [unit name/nr]
* #seduce
* #lure
* #skeptic
* #inquisitor
* #communicant, as Theurg Communicants' ability
* ability to spawn units of spesific type (Polypal Mother), under various restrictions (scale and/or terrain mask)
* ability to get free units (bodyguards) in battle, e.g. Dai Oni and their wolves
* scale sensitivity, e.g. Ice Devils and Burning Ones are affected by temperature
* a command that makes a unit ccast one spell, targeted at the unit itself, in the beginning of the battle to simulate e.g. Communion Slave
* units that disappear after one battle, such as Gladiators
* a command to make an unit move independently around the map, as Eater of the Dead
Spells
* Moddable bonus to number of effects from spells, from Crossbreeding to Summer Lions to Magma Bolts
* unit pools, as in Unfrozen summoning or Crossbreeding
Nations
* free units in forts (with terrain mask), in areas of high dominion, under spesific scales...
* a command for removing/disabling a nation, e.g. #era 0
* a #multihero that only appears one at a time; the second one only comes after the first has died
* moddable nation-spesific undead
* command for giving the same pretender to multiple nations without copying him a dozen times
* command to make a nation that doesn't have one or more of the default pretenders
* a way to name heroes!
* ability to use custom pics for temples
Magic items
* #mainlevel 0 for making an item require level 1 mage, but take only 1 gem
* #spell for items, to make commander cast spesific spell
* #ritual for items, to make commander cast spesific spell in main map
* magic res and elemental/poison resistances for items, both positive and negative
Misc
* Effect of experience stars: #hp, #str, #att, #def, #prec, #mrl, #enc, #mr, #xp [required to reach a spesific level, 15 for first star]
[b]* commands for changing Magic/Drain effect on magic resistance and spellcasting encumberance.[b]
* general mod command for changing the chance of events on common/rare setting
* Few more lengthy suggestions
* another complicated suggestion
[b]* commander for reversing the old age parameters (-5% hp to +5% hp) (and for negating old age afflictions).
Requested mod-related features
* There should be a map command for a required mod that has to be enabled to play the map.
* Age-restricted mods that don't affect games of other ages. A modding command, but more for ease of use than to changing things.
* themes back, and made moddable
* Three lengthy suggestions
[b]* more hero slots
* mercenary modding
* a one-time shape change to another unit after reaching a unit reaches a spesific age
[b]* masks working in hexadecimal as well as decimal
* Some way to use #copystats without getting unwanted features. Blank units with just #seduce, #lure, etc various commands that currently can't be added were suggested.
* ability to add custom sound effects
* ability to rename (or add) magic paths, to change the icon, the pic of gemtype, the pics of sites, the names of schools...
Already implemented
* The ability to change spell names and descriptions as well as spell modding in general
* It isn't possible to add new national spells that have to be researched.
* It should be possible to find out numbers of magic items. Shift+I.
* commands for changing units' ages
* #animalawe
Suggested forms
Experience modding:
#xplevel [1 to 5 stars]
#hp, #str, #att, #def, #prec, #mrl, #enc, #mr, #xp [required to reach a spesific level, 15 for first star]
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November 29th, 2006, 12:09 PM
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Sergeant
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Join Date: Oct 2006
Posts: 351
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Re: The Modder\'s Wishlist
You know what would be a much simpler way than having #communicant, #skeptic, #inquisitor etc? What we need is a #ability <monster number> <value> command. If the monster number is that of a Starspawn, it would give a summoning bonus. (Equal to the value) If the monster number was a Spy, it would give an 'increase unrest' command while sneaking. If the number was that of a Pan, it would give you a large about of <value = monster number>s every turn (Provided your Turmoil scale was good). That way, absolutely no command is missing for unit mods.
Unfortunately, this would be a huge pain to code unless you're working from scratch. I'll suggest this again when someone makes a 'Dominions 4 suggestions' thread. 
__________________
Just because you're paranoid doesn't mean they're not out to get you.
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November 30th, 2006, 11:05 PM
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Corporal
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Join Date: Oct 2006
Posts: 55
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Re: The Modder\'s Wishlist
In weapon modding, a #fireweapon <weapon number> command, to define what weapon to switch to when enchanted by the Flaming Arrows spell.
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December 1st, 2006, 12:28 AM
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Sergeant
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Join Date: Oct 2006
Posts: 351
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Re: The Modder\'s Wishlist
This one's sort of glaring. We need a range: strength option for projectile weapons.
And an option to make our own mercenaries would be nice.
__________________
Just because you're paranoid doesn't mean they're not out to get you.
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December 1st, 2006, 07:39 AM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: The Modder\'s Wishlist
Endoperez, I read your synopsis (I'm assuming it's a synopsis of the thread so far, for ease of reference for the Developers) and while you seem to have listed my request, in a way, what I actually would like is the ability to increase the number of magical paths (as in Earth, Air, etc) to 27 and name those new paths. Also to add more types of gems (27), to rename all types of gems, and to add graphics for new gem types. And then to change the names of magic schools, such as Thaumaturgy etc, and add new schools (not sure how many). If it wasn't your intention, that's fine, in which case I'm content to clarify what I was asking for, since it's admittedly a little unclear. Thank you!
__________________
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