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June 25th, 2008, 04:59 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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New mod commands
JK made some new mod commands yesterday, after remarking how easy it is when there is a nice shortlist stating what is wanted.
So my assumption about us working better with shortlists seems to hold.
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June 25th, 2008, 05:50 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: New mod commands
* New monster modding commands: #watershape, #landshape, #forestshape, #plainshape, #unique, #stormimmune, #startaff, #bloodvengeance, #stonebeing, #leper, #beckon.
* LA Atlantis uw recruitment improved.
* LA Atlantis hero.
Thanks for the info, and bigger thanks for Johan and Edi for doing the work! 
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June 25th, 2008, 06:09 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Re: New mod commands
Awesome! They are going to be really really helpful.
I wonder what #startaff does.
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June 25th, 2008, 06:25 AM
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Corporal
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Join Date: Jun 2006
Location: Mikkeli, Finland
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Re: New mod commands
Quote:
llamabeast said:
I wonder what #startaff does.
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Starting affection?
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June 25th, 2008, 06:26 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Re: New mod commands
Ah yeah, it'll probably be starting affliction I guess.
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June 25th, 2008, 07:09 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: New mod commands
Those different shape commands are going to be extremely interesting.
I just hope people don't go too nuts with them - I think they should be reserved for really interesting units, pretenders etc.
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June 25th, 2008, 07:25 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: New mod commands
From now on all my units will be different in sea, forest and plains. Powerful units will have a second shape they can switch to in battle (reversibly). If they are killed in the second shape, they move into a third shape, irreversibly. This third shape will also have the ability to change form on moving between different terrains.
Sure it's nine times the work, but boy will it be worth it!
To start with I am going to go through the tomb kings skeletons. The current graphics will do for the plains form. Underwater, I will make them look damp. In forests, they will have bits of foliage stuck between their bones.
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June 25th, 2008, 07:50 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: New mod commands
Exactly.
There are quite a few basegame units that could do with this ability though. It will be a good way to spice up some less interesting summons and pretenders.
But where's #caveshape? -weeps openly-
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June 25th, 2008, 08:56 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: New mod commands
I'm pretty sure #plainshape isn't "shape in plains" but "the plain shape". A #forestshape unit needs a command to change it back into a non-forest-shaped unit, just like #watershape unit needs a #landshape.
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June 25th, 2008, 09:32 AM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
Posts: 1,449
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Re: New mod commands
No no, clearly #startaff is "start affinity" where the units have an affinity to where they were recruited/summoned, and take damage when leaving the province 
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
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