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  #81  
Old October 6th, 2008, 03:38 AM
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Default 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").
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  #82  
Old October 13th, 2008, 07:28 AM
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Default 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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  #83  
Old October 13th, 2008, 07:37 AM
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Default Re: Modding shortlist

Cool additions.
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  #84  
Old October 13th, 2008, 10:49 AM

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Default 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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  #85  
Old December 23rd, 2008, 04:12 AM
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Default 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
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  #86  
Old February 3rd, 2009, 06:57 PM

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Default 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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  #87  
Old February 4th, 2009, 02:51 AM
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Default 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"

---------------------------------------------------------------
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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  #88  
Old February 4th, 2009, 02:54 AM
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Default Re: Modding shortlist

Quote:
Originally Posted by Maraxus View Post
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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  #89  
Old February 7th, 2009, 06:47 AM
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Default 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
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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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  #90  
Old February 7th, 2009, 10:31 AM

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Default 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
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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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