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  #31  
Old November 3rd, 2006, 10:55 PM
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Default Re: The Modder\'s Wishlist

Although #allowgod and #bangod would be ideal, it might be an error-checking headache to implement. I'd settle for allowing multiple instances of #restrictgod, each one allowing availability for an additional nation. Perhaps that could be done with less modification to the existing code.
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  #32  
Old November 4th, 2006, 01:53 AM

Tortanick Tortanick is offline
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Default Re: The Modder\'s Wishlist

I'd like an easier way to name heroes, currently you give them their own random name pool, why not just have them get no random name and you use #name "eric the axelord"
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  #33  
Old November 5th, 2006, 02:08 AM
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Default Re: The Modder\'s Wishlist

Quote:
Tortanick said:
I'd like an easier way to name heroes, currently you give them their own random name pool, why not just have them get no random name and you use #name "eric the axelord"
Yes, furthermore, there seem to be insufficient #nametype slots to allow for more than 2 heroes (when I try to access slot 141 to 149, the game crashes when I go to "create new game" or "play existing game") with fixed names without interfering with other names in the game. I feel this is an important need that should be able to be easily granted (either #name or about 100 more #nametype slots).
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  #34  
Old November 5th, 2006, 10:18 AM
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Default Re: The Modder\'s Wishlist

I'd also like the ability to mod in more gladiators (ie, disappear after one battle), such as murmillos, hoplomachi, etc. I tried #copystats on existing gladiators but it did not work.
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  #35  
Old November 6th, 2006, 02:27 AM
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Default Re: The Modder\'s Wishlist

It'd be great if the game understood hexadecimal bitmasks. Typing bitmasks out in decimal makes my pea-like brain hurt.

This goes double if we're going to be allowing Gods and Spells for multiple nations - since I *assume* you store those as bitmasks on the nation numbers.

#setpermitted 0x<bitmask>
-- Replaces nation specific bitmask.
-- The following table should fit in the manual and be reasoanbly understandable:
-- N = position in string x 4.
-- 0 None of nations N->N+3.
-- 1 Nation N-3 only
-- 2 Nation N-2 only
-- 4 Nation N-1 only
-- 8 Nation N only
-- Sum bitmasks for multiple nations.
-- Thus, the fourth character of the string controls nations 13,14,15 and 16.

#addpermit <nation nbr.>
#addpermits 0x<bitmask>
-- These do a bitwise and on the nation permission bitmask.
#delpermit <nation nbr.>
#delpermits 0x<bitmask>
-- And these are (current bitmask) ^ !(argument).

I'd like to be able to set units to be horrormarked, cursed and/or insane when recruited/summoned. Also, if we could give units the Lady of Love's unrest reduction power, because I want to put that on a non-pretender (and adding restrictgod 2000 or something at the end seems like a bit of a kludge.)

It isn't really needed for me to create new spells in whatever effect category Unholy Power etc. are in, but it'd be nice if we could at least copy those spells (or edit their nation-specifity as described above.) This is needed to add new undead nations.

I would, on the other hand, like new spells of the same effect-type as Transform. Preferably, the Damage would specify the monster-into-which-you-turned.

On that subject, I don't know how the game handles pools of varying number and types of monsters (e.g. Crossbreeding, Unfrozen), but it'd be nice if we could declare new such pools. Possibly we could have monster numbers in the 10000+ range reserved as identifiers for pools of monsters? I don't know how Crossbreeding and Unfrozen are handled internally, but it'd be nice if we could make spells with those properties.

Is the "no unholiness" bugcheck really needed at all? Firstly I don't see why it's needed to absolutely forbid non-sacred units from having holy magic, and I think it sometimes makes my mod crash for no reason, but I might be messsing up.

Thanks,
TNDP
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  #36  
Old November 6th, 2006, 03:36 AM

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Default Re: The Modder\'s Wishlist

Quote:
and adding restrictgod 2000 or something at the end seems like a bit of a kludge.)
Or you could use:

#clearpath

It's undocumented, but it removes a unit's magic paths and god status. It's from Dominions 2 and I think it still works. It wasn't documented in Dominions 2 either. :shrug:

-Frank
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  #37  
Old November 6th, 2006, 03:22 PM
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Default Re: The Modder\'s Wishlist


The unfettered eater of the dead can travel on its own as an independent into other provinces.

Hopefully a modding command will allow this to become available for units we create.

Thanks!
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  #38  
Old November 12th, 2006, 11:19 PM

quantum_mechani quantum_mechani is offline
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Default Re: The Modder\'s Wishlist

Something to round out the site modding commands:

#unrest, including negative numbers to reduce unrest.
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  #39  
Old November 14th, 2006, 05:45 PM

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Default Re: The Modder\'s Wishlist

If including missing monster attributes like seduction,animalawe or cursed is too much work, could you create a few standard empty units that have just one of those traits and are the basic unused unit in all other aspects, so we can mod those via the copystats command?

One command that I really want to have though is the spawnmonster behaviour, where a commander gets freespawns regularly, like the aboleth mothers.
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  #40  
Old November 15th, 2006, 04:33 AM
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Default Re: The Modder\'s Wishlist

#begin10chance
#modcommand1
#modcommand2
#modcommand3

#end10chance

The bold ones act as brackets. Upon unit creation, it has 10 percent chance of getting one of: modcommand, modcommand2, modcommand3.
Useful for: hybrids, mutants, tartarians, refugees, tartarians, flagellants, and much more.
It's similar to magic abilities, but more broader.

#begin25chance
#command1
#command2
#command3

#end25chance


#begin50chance
#end50chance
#begin100chance
#end100chance
...
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