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September 15th, 2008, 06:18 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Modding shortlist
#Prophetshape {monster name/ID}
Used to provide a second shape if the monster is prophetised. This is already in the game for units like the Abysian Warlord, Ctisian Lizard King etc.
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September 15th, 2008, 08:41 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: Modding shortlist
Added to shortlist as #prophet [monster nbr] | "monster name"
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September 16th, 2008, 11:08 AM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
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Re: Modding shortlist
Would it be possible to have "go AI" possess a turn limit option?
I think this would be useful in testing mods, choosing to run 5 or 10 turns on automatic pilot, so to speak, and assessing the graphs.
Right now all I get is "GAME OVER". I can't even figure out who won.
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September 20th, 2008, 11:36 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Modding shortlist
I can't find an extremely important 'wish' for mods on the wishlist:
MORE NAMETYPES
We used to have a few we could use. We now have only 2 nametypes which are free, 127 and 128. Naturally a lot of mods use these. And if we can get more nametypes, can we get a LOT (like hundreds more) so we don't run out. They were supposed to have been extended before but it didn't work out.
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September 20th, 2008, 02:32 PM
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General
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Join Date: Oct 2006
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Re: Modding shortlist
I'll second Edratman's suggestion-I had the same thought myself, last night-(I'd suggest the name 'Blasphemy' to replace the 'Banishment' spell, and 'Fall From Grace' to replace 'Smite'), and also Sombre's nametypes. Both of them are excellent, intuitive suggestions that ought to be included.
__________________
You've sailed off the edge of the map--here there be badgers!
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October 6th, 2008, 03:38 AM
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Corporal
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Join Date: Aug 2008
Location: France
Posts: 90
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Re: Modding shortlist
NAMETYPES !! MY KINGDOM FOR NEW NAMETYPES !!
And shouldn't it be interesting to have the following mod commands :
- SPELLS :
- #scale [scale; i.e. "cold" or "order"] [bonus] : allow a spell to be more or less according to the specified scale, like Murdering Winter which is more effective with a high Cold scale.
- #killcaster : the spell kill the mage who cast it ( a bit like Ashdod's "Banquet for the Dead").
__________________
It's better to be GoRed by a nature mage than gored by a boar...
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October 13th, 2008, 07:28 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: Modding shortlist
Next patch will give us a bunch of nation and site modding commands:
New nation modding commands: - #autoundead Dominion reanimates dead like LA Ermor
- #zombiereanim Basic reanimation (ghouls, soulless, longdead) + 15 undead leadership per holy level
- #horsereanim Reanimation of longdead horsemen
- #wightreanim Reanimation of undead Lictors
- #manikinreanim Carrion Woods Pangaea reanimation
- #tombwyrmreanim C'tis reanimation
- #domkill Dominion kills population
- #domunrest Dominion causes unrest
- #templecost Sets gold cost for temples
- #labcost Sets gold cost for labs
New site modding commands: - #mon Adds a recruitable monster to the site
- #com Adds a recruitable commander to the site
- #clear Clears the site's attributes
- #incscale Increases a scale
- #decscale Decreases a scale
These commands and their usage will be listed in detail in the next modding manual version, which will be included in the coming patch.
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The Following User Says Thank You to Edi For This Useful Post:
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October 13th, 2008, 07:37 AM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
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Re: Modding shortlist
Cool additions.
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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October 13th, 2008, 10:49 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Modding shortlist
WOW.
Seriously. That's awesome.
I know I'll be making at least one Warhammer themed site collection mod now.
The nation commands are a little bit less exciting, because we don't have much control over them - they just replicate existing stuff (we can't mod the undead reanimation tables etc) but being able to change temple and lab costs is going to be pretty huge. It could even be useful in CBM.
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December 23rd, 2008, 04:12 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Denmark
Posts: 471
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Thanked 28 Times in 16 Posts
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Re: Modding shortlist
A command for the opposite of #restricted would be useful.
Maybe call it; #notnation
It would be useful to not allowed a specific nation to use X spell, X unit, X item
I could really use such command
Exampel;
#selectspell 110
#notnation 91
#end
Which doesn't allow nation 91 to use spell 110
Last edited by Thilock_Dominus; December 23rd, 2008 at 04:14 AM..
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