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March 7th, 2004, 02:13 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
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Re: Modding feedback wanted
To me the most needed addition is to be able to mod Themes. Themes can be added to other, whereas nations must be replaced, so now if I use Ashikaga it replaces Tien'Chi
Then Spell modding, to be able to remove and add spells (changing existing ones is Ok for balance but not of much use else).
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March 7th, 2004, 10:42 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Modding feedback wanted
Oh, another good one, if someone else didn't already mention it:
* Ability to specify the kind of undead unit a living unit becomes when it dies and gets resurrected by bless effect or raise dead or whatever. This would allow players to do the work of creating exotic types of undead for all (or at least, some interesting) units...
PvK
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March 7th, 2004, 11:26 PM
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Sergeant
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Join Date: Sep 2003
Location: The Urban Wilderness
Posts: 258
Thanks: 0
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Re: Modding feedback wanted
Apart from general expansion of unit #attribute commands (#summonallies especially), the improvement I'd most like to see would be full spell modding, that includes the ability to create and insert completely new spells and rituals into the game.
[ March 07, 2004, 21:28: Message edited by: Potatoman ]
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March 9th, 2004, 02:00 AM
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Private
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Join Date: Oct 2002
Location: Colorado
Posts: 21
Thanks: 0
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Re: Modding feedback wanted
most of the stuff I wanted in has already been mentioned so I'll just answer this one...
Quote:
Originally posted by Teraswaerto:
Also, when giving random magic/sorcery/elemental picks, it should be possible to make some or all of them linked so they are always from the same path. For example 3 sorcery could be set always to be 2/1, and so forth.
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You can already basically do that.
#magicskill 52 2
#magicskill 52 1
That gives a random level 2 skill in sorcery and a random 1 skill (it is random so it could add together to make a 3 sometimes). So that would always give you either a 2/1 or a 3 (if the Last random turns out to be the same magic path).
So this:
#magicskill 52 1
#magicskill 52 1
#magicskill 52 1
would be three (3) random 1 skills so it could turn out to be:
1/1/1
2/1
3
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March 9th, 2004, 02:49 AM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
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Re: Modding feedback wanted
Quote:
Originally posted by Morag:
-Susceptible to fire/cold, maybe shock/poison too.
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To do that use something like:
#fireres -100
[ March 08, 2004, 12:50: Message edited by: Johan K ]
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March 9th, 2004, 02:56 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
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Re: Modding feedback wanted
Maybe it's only partly mod-related, but I'd find useful to be able to make "persistent" Pretender designs for AI use. Currently one can only hardcode pretenders in scenarios.
The AI pretenders are way too much magic oriented (not unusual to see path-9 + path-8 types), and take crap scales. As the AI doesn't make corresponding heavy use of blessed units it gives AI nations a pretty bad start...
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March 9th, 2004, 05:15 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Modding feedback wanted
Quote:
Originally posted by Davidious:
most of the stuff I wanted in has already been mentioned so I'll just answer this one...
quote: Originally posted by Teraswaerto:
Also, when giving random magic/sorcery/elemental picks, it should be possible to make some or all of them linked so they are always from the same path. For example 3 sorcery could be set always to be 2/1, and so forth.
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You can already basically do that.
#magicskill 52 2
#magicskill 52 1
That gives a random level 2 skill in sorcery and a random 1 skill (it is random so it could add together to make a 3 sometimes). So that would always give you either a 2/1 or a 3 (if the Last random turns out to be the same magic path).
So this:
#magicskill 52 1
#magicskill 52 1
#magicskill 52 1
would be three (3) random 1 skills so it could turn out to be:
1/1/1
2/1
3 Great!
...it would be even better if it was documented.
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March 9th, 2004, 06:00 AM
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Private
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Join Date: Oct 2002
Location: Colorado
Posts: 21
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Modding feedback wanted
Quote:
Originally posted by Saber Cherry:
Great!
...it would be even better if it was documented.
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lol... true, true
but awesome as this game is that could be said for oh so many aspects of the game
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March 9th, 2004, 08:39 AM
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Corporal
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Join Date: Mar 2004
Location: Kerava, Finland
Posts: 57
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Modding feedback wanted
Is it possible to add own sound effects on weapons. If not, it's need to have feature.
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March 9th, 2004, 05:20 PM
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Corporal
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Join Date: Oct 2003
Location: Finland
Posts: 81
Thanks: 19
Thanked 0 Times in 0 Posts
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Re: Modding feedback wanted
Quote:
Originally posted by Johan K:
quote: Originally posted by Morag:
-Susceptible to fire/cold, maybe shock/poison too.
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To do that use something like:
#fireres -100 It doesn't work, I tried...
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