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  #61  
Old November 27th, 2006, 12:18 PM
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Default Re: The Modder\'s Wishlist

It would be nice if we got a #callallies command. That really opens things up for new 'hero' units.
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  #62  
Old November 27th, 2006, 08:15 PM
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Default Re: The Modder\'s Wishlist

I agree with UnispiredName. A command that allows the "Call Allies" ability (#callally <monster nbr> <quantity>) and/or a command that allows the commander to randomly attract allies each month like a vampire lord (#randomally <monster nbr> <% chance/month>) would be great. Also a command that would allow a nation to randomly attract certain creatures in its provinces that have a favorable dominion (Pangaea, Ermor) would open up a lot of things...
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  #63  
Old November 27th, 2006, 09:13 PM
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Default Re: The Modder\'s Wishlist

It also might come in handy to be able to add our own 'attack' sound effects.
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  #64  
Old November 28th, 2006, 05:38 PM

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Default Re: The Modder\'s Wishlist

This is probably obvious, but I´d really like to be able to change the cost of temples/labs and castles with mod commands.
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  #65  
Old November 28th, 2006, 06:21 PM
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Default Re: The Modder\'s Wishlist

Quote:
Turin said:
This is probably obvious, but I´d really like to be able to change the cost of temples/labs and castles with mod commands.
In order of importance:

Temples and labs: gold required

Castles gold requirement, time requirement, layout

Perhaps time requirement for temples/labs.
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  #66  
Old November 28th, 2006, 10:36 PM
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Default Re: The Modder\'s Wishlist

I'd like to be able to change the names of, and mod in additional, magic paths (with new bless effects), sorcery schools, and gem-types (and graphics).
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  #67  
Old November 29th, 2006, 06:44 AM
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Default Re: The Modder\'s Wishlist

Shift+I should work for spells, forts and magic sites. It should show at least their ID number. For spells, perhaps it could also show the variables we can mod now; this would allow for some trial&error changes in spells. E.g., comparing Bless and Anathema etc to find out how to limit spells to only affect sacred units.
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  #68  
Old November 29th, 2006, 08:06 AM
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Default Re: The Modder\'s Wishlist

THE MODDERS' WISHLIST

Updates:

3.12.
#horrormarked <value>
#cursed
#affliction <bitmask> <chance>
* ability to make units immune to Horror Mark or Curse

* nation-spesific items



1.12.
* A way to make ranged weapon be affected by Flaming Arrows. #fireweapon (wpn nbr) was suggested.
* A way to set #range to Strength, for thrown weapons.





Implemented, but bugged

* #specialeffectalways doesn't work at all


Requested mod commands

* commands for changing the costs of labs and temples, and fort modding commands with gold cost, time requirement and layout (the battlefield used).

* Poptypes modding: recruitable units, defenders, era, rarity


Magic sites

* It isn't possible to make sites that let everyone recruit the units. #com and #mon commands are needed in addition to #homecom and #homemon.
* All modding commands need #clear or similar command. #clear for sites and weapons are missing.
* command for summoning creatures when a mage enters a site
* command for casting a spesific ritual when mage enters a site
* unrest for magic sites
* modding commands for the dungeon sites

Weapons
* All modding commands need #clear or similar command. #clear for sites and weapons are missing.
* A way to make ranged weapon be affected by Flaming Arrows. #fireweapon (wpn nbr) was suggested.
* A way to set #range to Strength, for thrown weapons.


Units
* #insanity
* #summanallies [amount] [unit name/nr]
* #seduce
* #lure
* #skeptic

* #inquisitor
* #communicant, as Theurg Communicants' ability
* ability to spawn units of spesific type (Polypal Mother), under various restrictions (scale and/or terrain mask)
* ability to get free units (bodyguards) in battle, e.g. Dai Oni and their wolves

* scale sensitivity, e.g. Ice Devils and Burning Ones are affected by temperature
* a command that makes a unit ccast one spell, targeted at the unit itself, in the beginning of the battle to simulate e.g. Communion Slave
* units that disappear after one battle, such as Gladiators
* a command to make an unit move independently around the map, as Eater of the Dead


Spells
* Moddable bonus to number of effects from spells, from Crossbreeding to Summer Lions to Magma Bolts
* unit pools, as in Unfrozen summoning or Crossbreeding

Nations
* free units in forts (with terrain mask), in areas of high dominion, under spesific scales...
* a command for removing/disabling a nation, e.g. #era 0
* a #multihero that only appears one at a time; the second one only comes after the first has died
* moddable nation-spesific undead
* command for giving the same pretender to multiple nations without copying him a dozen times
* command to make a nation that doesn't have one or more of the default pretenders
* a way to name heroes!
* ability to use custom pics for temples

Magic items
* #mainlevel 0 for making an item require level 1 mage, but take only 1 gem
* #spell for items, to make commander cast spesific spell
* #ritual for items, to make commander cast spesific spell in main map
* magic res and elemental/poison resistances for items, both positive and negative

Misc
* Effect of experience stars: #hp, #str, #att, #def, #prec, #mrl, #enc, #mr, #xp [required to reach a spesific level, 15 for first star]
[b]* commands for changing Magic/Drain effect on magic resistance and spellcasting encumberance.[b]
* general mod command for changing the chance of events on common/rare setting
* Few more lengthy suggestions
* another complicated suggestion
[b]* commander for reversing the old age parameters (-5% hp to +5% hp) (and for negating old age afflictions).


Requested mod-related features

* There should be a map command for a required mod that has to be enabled to play the map.
* Age-restricted mods that don't affect games of other ages. A modding command, but more for ease of use than to changing things.
* themes back, and made moddable
* Three lengthy suggestions
[b]* more hero slots
* mercenary modding
* a one-time shape change to another unit after reaching a unit reaches a spesific age
[b]* masks working in hexadecimal as well as decimal
* Some way to use #copystats without getting unwanted features. Blank units with just #seduce, #lure, etc various commands that currently can't be added were suggested.
* ability to add custom sound effects
* ability to rename (or add) magic paths, to change the icon, the pic of gemtype, the pics of sites, the names of schools...


Already implemented

* The ability to change spell names and descriptions as well as spell modding in general
* It isn't possible to add new national spells that have to be researched.
* It should be possible to find out numbers of magic items. Shift+I.
* commands for changing units' ages
* #animalawe


Suggested forms

Experience modding:
#xplevel [1 to 5 stars]
#hp, #str, #att, #def, #prec, #mrl, #enc, #mr, #xp [required to reach a spesific level, 15 for first star]
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  #69  
Old November 29th, 2006, 12:09 PM
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Default Re: The Modder\'s Wishlist

You know what would be a much simpler way than having #communicant, #skeptic, #inquisitor etc? What we need is a #ability <monster number> <value> command. If the monster number is that of a Starspawn, it would give a summoning bonus. (Equal to the value) If the monster number was a Spy, it would give an 'increase unrest' command while sneaking. If the number was that of a Pan, it would give you a large about of <value = monster number>s every turn (Provided your Turmoil scale was good). That way, absolutely no command is missing for unit mods.

Unfortunately, this would be a huge pain to code unless you're working from scratch. I'll suggest this again when someone makes a 'Dominions 4 suggestions' thread.
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  #70  
Old November 30th, 2006, 11:05 PM
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Default Re: The Modder\'s Wishlist

In weapon modding, a #fireweapon <weapon number> command, to define what weapon to switch to when enchanted by the Flaming Arrows spell.
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