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July 31st, 2007, 06:00 AM
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Corporal
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Join Date: Feb 2004
Location: netherlands
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Modding reanimating priests
How can i mod reanimating priests? The only thing i found out is that a demon with holy powers can reanimate undead. But what about human priests?
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July 31st, 2007, 06:02 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Modding reanimating priests
Like you say, demons (and undead) priests can reanimate. Human priests normally can't - the Ermorian ones must have some special property we can't access. So just copystats an Ermorian theurg, clear the magic and you have what you want I think.
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July 31st, 2007, 07:38 AM
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National Security Advisor
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Re: Modding reanimating priests
Normally onl undead and demon priests can reanimate undead. There is a currently inaccessible nation property called undeadnation, which allows normal priests to reanimate undead and grants 15 undead leadership per holy level. Lanka and Broken Empire Ermor have this property.
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July 31st, 2007, 09:37 AM
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Corporal
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Re: Modding reanimating priests
Yep thanks, that confirms what i was suspecting - that reanimating is a property of the nation, not of the individual units (apart from demons and undead units). For instance, if i play as Ashen Empire and recruit a plain indy priest, he can reanimate.
I am not a big fan of #copystats, so i leave it always as last resource. However i may try playing with it and see what ahppens
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July 31st, 2007, 09:52 AM
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National Security Advisor
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Re: Modding reanimating priests
Oh, maybe copystats won't work then if it's a nation property.
It's a very useful thing in general though I reckon.
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July 31st, 2007, 02:38 PM
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BANNED USER
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Re: Modding reanimating priests
Copystats won't work.
How can you not be a fan of it though? There's so much stuff that simply couldn't be done without it.
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July 31st, 2007, 03:02 PM
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National Security Advisor
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Re: Modding reanimating priests
Moddable reanimation lists and the #undeadnation tag becoming moddable might be options. The first one is something Kristoffer says would be useful (so is an actual possibility if JK agrees) and the second is essentially no different than the #underwaternation, #dyingdom and #bloodnation tags if it's enabled, so they might happen.
I'm meaning to compile a list of mod-related stuff for improvement suggestions and we'll see where that gets us. HOWEVER, it is NOT going to be any major stuff, mainly small tweaks to existing mod commands (such as getting values for heat and cold auras etc) and things like the #undeadnation thing becoming available. If there is a future patch where more attention is paid to modding, such small things might appear there.
What are the most pressing problems aside from the known non-functional things, stuff that would ease some modding?
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August 1st, 2007, 12:44 AM
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BANNED USER
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Re: Modding reanimating priests
#Darkvision (1-100) as a tag would clean up a lot of my code.
#clearequip would be very useful for getting rid of bonus attacks from copystats.
#spellstart or something to specify a spell cast when the monster enters combat would be very, very useful. You could have gods that auto bless, creatures that autosummon some allies to fight with them,.. creatures that always cast storm. Very interesting.
There are more, but mostly it's getting stuf that's broke working that would make a big difference for me.
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August 1st, 2007, 01:59 AM
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Lieutenant General
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Re: Modding reanimating priests
Quote:
Sombre said:
#spellstart or something to specify a spell cast when the monster enters combat would be very, very useful. You could have gods that auto bless, creatures that autosummon some allies to fight with them,.. creatures that always cast storm. Very interesting.
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This would indeed be astoundingly useful.
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August 1st, 2007, 06:12 AM
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Corporal
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Location: netherlands
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Re: Modding reanimating priests
Quote:
Sombre said:
How can you not be a fan of it though? There's so much stuff that simply couldn't be done without it.
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I agree on that, #copystats is needed and you just have to use it sometimes. I don't like it that much because it's an indirect way of modding, the code is much more clear and also more powerful when you use direct commands. So i always keep as a very last resource.
As for new modding commands... What about more armor modding? There is a lot of stuff for weapons, but not much for armor. A few quick examples could be:
#magic: can't be damaged by some spells
#effect <effect>: awe, fireshield, etc
#fireres X, #poisonres X etc.
#icearmor: Caelum-like armor
etc.
(well actually some of these may be more suited to magic item modding)
However, I don't know if this stuff can be considered as "small tweaks".
Ah and there's not yet an #inquisitor command, right?
Also, a command to send unit on automatic berserk (rather than wait to be wounded and pass the test)
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