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March 11th, 2004, 12:08 PM
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Corporal
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Join Date: Feb 2004
Location: netherlands
Posts: 73
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Re: Modding feedback wanted
Although not essential, I'd like to have something like that, to use with hero modding (when/if hero modding will be implemented):
#addretinue unit_type number_of_units
so that when your hero shows up, he's not alone but he is accompanied by number_of_units units of type unit_type.
I'd like to have that for hero modding, but maybe it can have wider applications.
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March 14th, 2004, 08:19 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Modding feedback wanted
Nation/theme modding:
#priestsCanPreach
#bloodSacrifice
#templesSpreadDominion
I mention these because I'm trying to mod Mictlan into Amazonia, an Amazon nation, but the dominion spread acts like Mictlan (in other words, no preaching is allowed, and temples don't spread dominion). I want the Amazon priestesses to be able to both preach and blood sacrifice, like Vanheim...
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March 19th, 2004, 01:17 AM
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Private
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Join Date: Mar 2004
Posts: 5
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Re: Modding feedback wanted
1. A way to remove curses, either as a unit attribute (ie, a unit is immune to curse), or as a dominion effect (% chance to remove, if a unit is in a province with the dominion)
2. The ability to specify a pseudo-random mage pick (ie, a mage pick that is random within a certain list of paths). This would be used to completely remove certain paths of magic from certain mages while maintaining a degree of randomness in their picks. The ? symbol on the screen would be a bit misleading in this case, though.
3. Ability to add new commands for commanders, where (similar to the Dom1 reanimate command for Ermor) the number of effects depend on the unit and the dominion strength of the province the unit is in.
4. Ability to create a new spell that gives a commander the "dominion-spreading" attribute (ie, what the prophet gets when he is named prophet), as well as an increase to a (possibly random) magic path. Of course, such a spell would be a rather high-level one...
[ March 19, 2004, 16:18: Message edited by: Harmonist ]
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Thy Kingdom come, Thy Will be done, on earth as it is in Heaven.
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March 19th, 2004, 07:37 PM
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Private
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Join Date: Mar 2004
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Re: Modding feedback wanted
In addition, I'd like the ability to create a spell or commander action that can give units the immortality attribute.
__________________
Thy Kingdom come, Thy Will be done, on earth as it is in Heaven.
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April 19th, 2004, 09:25 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: Modding feedback wanted
Bump.
IOW what modding tools do you want now (after 2.11).
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April 20th, 2004, 04:25 PM
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Corporal
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Join Date: Feb 2004
Location: netherlands
Posts: 73
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Re: Modding feedback wanted
Don't know if it has already been mentioned, but I would like the possibility to mod populations.
Let's say that for instance I'd like to make a map or scenario where in province XXX it's possible to recruit units that I invented, orcs or elves or whatever. I think with 2.11 I could do it if I create these units by modding existing units, for instance replacing jade amazons with orcs. But I would like to add my units as populations without losing existing ones.
Another thing that I would like to have is an additional "send", we already have "send gems", "send money" etc., what I would like is also a "send units". After all, if my ally is in trouble, the best way to help him would be sending him directly units. Where these units will appear once sent (his capital? a neighbouring province?), that remains to be seen...
And... maybe a command to change cost of temples/labs?
Aaaand... the possibility to include special prophet tga sprites (as in the case of a demonbred, who changes sprite when becoming prophet)
And I'm sure I had more... However, sorry if these points have already been discussed, I've really no time to read every post
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April 20th, 2004, 05:03 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Modding feedback wanted
My priorities would be :
1. Theme modding (still )
2. Item modding
3. Site modding
4. Poptype modding
5. Building modding (at least castles..)
[ April 20, 2004, 16:34: Message edited by: PDF ]
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April 22nd, 2004, 09:41 AM
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Corporal
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Join Date: Feb 2004
Location: netherlands
Posts: 73
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Re: Modding feedback wanted
Another thing that I would like to have is the possibility to mod a unit so that it can cast one spell. I'm not talking about a commander with magic levels, but just a trooper which can cast one single spell instead of attacking.
Or is this already moddable in some way that I do not realize?
Then I'd also like some more magic modding, of course... My personal priority would by moddable summoning spells, that can both summon "unlimited" and "limited" monsters (with "limited" I mean guys like the elemental kings, that are no more tha 2 or 3 per spell - maybe "unique" is more correct). Could be something like that:
#addnewspell name
#level, cost, path etc.
#summon monstername numberofmonsters
OR
#summonunique monstername1
#summonunique monstername2 etc.
#end
(great game, by the way - that has to be mentioned from time to time)
[ April 22, 2004, 08:49: Message edited by: sube ]
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April 22nd, 2004, 12:13 PM
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Corporal
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Join Date: Mar 2004
Location: Kerava, Finland
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Re: Modding feedback wanted
We're still missing fire-rate and are damage.
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April 22nd, 2004, 04:55 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: Modding feedback wanted
Quote:
Originally posted by Zeikko:
We're still missing fire-rate and are damage.
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Isn't there nbr of attacks?
If nbr of attacks is available use -2 for every other turn and -3 for every third turn. It might work.
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