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				February 3rd, 2009, 06:57 PM
			
			
			
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 Corporal |  | 
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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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				 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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				 Re: Modding shortlist 
 
	Quote: 
	
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					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).
 |  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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				 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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				 Re: Modding shortlist 
 
	Quote: 
	
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					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
 |  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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				 Re: Modding shortlist 
 
	Quote: 
	
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					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
 |  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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				 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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				 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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				 Re: Modding shortlist 
 
	Quote: 
	
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					Originally Posted by Aezeal  items, yes, paths would just be under it's newmonster modding stuff |  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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				 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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