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February 3rd, 2009, 06:57 PM
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Corporal
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Join Date: Jun 2007
Posts: 181
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Modding shortlist
On the Wishlist are the monster modding commands
#clearweapons
and
#cleararmor
Those can allready be done with
#weapon 0
and
#armor "Nothing"
Including this in the next modding manual could be a simpler solution than including a new command (...don't know ...)
For side modding instead of the specific #summon command
#cast [commander type] ["Spell name" | Spell id]
might be not much harder and much more useful, because it would include scrying sides like the well of all waters and allow some new ideas (teleport gates).
-commander type would be -1 for "any commander" and 0 to 8 would be a mage of the according magic path numbered as usual.
(...Again, maybe it's not possible, maybe it is, don't know...)
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February 4th, 2009, 02:51 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Denmark
Posts: 471
Thanks: 23
Thanked 28 Times in 16 Posts
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Re: Modding shortlist
What about allow changing sprites of;
- Magic Item Modding
- Magic Site Modding
and
- Temple
With "Magic Item Modding" and "Magic Site Modding" a #spr "imgfile" would be nice.
With "Temple" there could be a #templespr "imgfile"
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Weapon & armor modding:
Allow to give weapons/armor the ability to boost magic.
A #magicboost path boost and #gemprod type number would be nice.
Another nice thing would be to mod "misc items".
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February 4th, 2009, 02:54 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Modding shortlist
Quote:
Originally Posted by Maraxus
For side modding instead of the specific #summon command
#cast [commander type] ["Spell name" | Spell id]
might be not much harder and much more useful, because it would include scrying sides like the well of all waters and allow some new ideas (teleport gates).
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I requested this earlier, but someone said that it wouldn't work. There's no "cast a spell" effect on sites. There is "enter to summon X", "enter to scry" and "enter for adventure", but those are all spesific effects independent of each other.
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February 7th, 2009, 06:47 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Modding shortlist
Just thought of this. Would be a cool way to introduce nation in a deeper level to the game.
Mercenary Modding
#addgroup - adds new group of mercenaries
#name "name" - declares the name of the group
#leader [mon nmbr] - declares who commands the mercenaries
#troops [amount] [mon nmbr] - first number declares how many troops and the other what the monsters are
#startcost [amount] - How much money will they ask when they are available.
#end - always at the end of #addgroup
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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February 7th, 2009, 10:33 AM
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Corporal
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Join Date: Jan 2009
Posts: 130
Thanks: 153
Thanked 21 Times in 12 Posts
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Re: Modding shortlist
Quote:
Originally Posted by Burnsaber
Mercenary Modding
#addgroup - adds new group of mercenaries
#name "name" - declares the name of the group
#leader [mon nmbr] - declares who commands the mercenaries
#troops [amount] [mon nmbr] - first number declares how many troops and the other what the monsters are
#startcost [amount] - How much money will they ask when they are available.
#end - always at the end of #addgroup
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Good idea, Burnsaber.
We would probably also want #leadername. Might also be good to specify magic paths (and maybe even magic items) for the leader.
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February 12th, 2009, 06:49 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Modding shortlist
Quote:
Originally Posted by Burnsaber
Just thought of this. Would be a cool way to introduce nation in a deeper level to the game.
Mercenary Modding
#addgroup - adds new group of mercenaries
#name "name" - declares the name of the group
#leader [mon nmbr] - declares who commands the mercenaries
#troops [amount] [mon nmbr] - first number declares how many troops and the other what the monsters are
#startcost [amount] - How much money will they ask when they are available.
#end - always at the end of #addgroup
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EricM used a similar modding-inspired way to present his data on mercs, here:
http://forum.shrapnelgames.com/showp...4&postcount=36
No, you can't use those modding commands.
And most stuff in Dom3 is hardcoded instead of being read from some table, so it's hard to make it accessible to modding. There still isn't much that you can do with spell modding, for example, because it's mostly hardcoded.
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February 7th, 2009, 10:31 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Modding shortlist
hehe I'd love this.. dom3 K needs to get rid of all existing mercs to start with.
so I'd need a command to remove them
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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February 7th, 2009, 10:43 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Modding shortlist
items, yes, paths would just be under it's newmonster modding stuff
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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February 7th, 2009, 10:50 AM
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Corporal
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Join Date: Jan 2009
Posts: 130
Thanks: 153
Thanked 21 Times in 12 Posts
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Re: Modding shortlist
Quote:
Originally Posted by Aezeal
items, yes, paths would just be under it's newmonster modding stuff
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Well, I was actually drawing inspiration from the map editing commands, where commander paths can be customized beyond their monster chasis. I know we're talking about modding and not map editing here, but it would still be nice to have the additional customization for mercs. But, even the original list that Burnsaber gave would be a good start.
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February 7th, 2009, 01:17 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Modding shortlist
yes analytic, if you just create a new monster (you know er can do that ) with whatever stats/costumization you want you can link it to that already with his idea
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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