Thread: Wishlist The Modder's Wishlist
View Single Post
  #159  
Old June 19th, 2007, 05:06 PM
Saulot's Avatar

Saulot Saulot is offline
Sergeant
 
Join Date: Dec 2003
Location: New York City
Posts: 340
Thanks: 0
Thanked 3 Times in 3 Posts
Saulot is on a distinguished road
Default More ideas

Not sure how many of these have been mentioned, as I haven't read all 11 pages. Sorry if I'm repeating anyone else's ideas. Also, I realize some of these are a real handful, coding-wise to implement, but this is a 'wish'list after all.

Complete mod control of experience.
Ability to change how quickly a unit gains xp (base rate), the amount of xp levels, etc.
Ability to change how quickly a specific unit gains xp, such as double the base rate for an intelligent soldier, etc.
Ability to add/take away different unit abilities at different experience levels.
Ability to recruit what is essentially the same version of another unit, but with a lot more experience.
Spells/Unit Attacks which alter experience (Such as a training spell which can boost xp of some units, or a drain xp attack for some undead creature).
Commanders who can give a specific amount of xp to the troops they lead per turn. (This could be called Trainer ability)

On death of unit effect, where right now we have the ability to throw in a second unit to take the place of the dead unit, I'd like it to be able to do anything. Such as spawns 4 units, or explodes per a spell (like phoenix pyre). (Essentially, any spell effect) With a specific percent chance for it to occur, imagine a type of undead revenant which has a 80% chance of rising up again.

On kills a unit effect, when a unit kills another unit, any spell effect can be thrown in, so for example, imagine a soulless which makes more soulless. Or imagine a demon lord which summons an imp everytime it kills a living creature (soul stolen to imp creation effect). Or imagine a doom horror which gains a point of strength and +1% quickness for each kill it gains.

Complete mod control of afflictions. What types, what they do, how many, how they are acquired, not certain effects on certain creatures (limp on a wyrm or flyer), etc.

Ability to allow for multiple sprites per unit.
Ex. 1 :Such as two moving sprites, or two attacking sprites, or one attack and one spell sprite. (Should be added to warrior/mage commander types)
Ex. 2 :Such as a pool of various sprites, so there would be 3 to 4 variety of sprites for one unit, so you don't get that attack of the clone wars effect. Though they still keep the one base, one attack sprite. (Should be added to basic unit types)

Ability to mod/create new global enchantments. (I'm pretty sure that's not in there, correct me if I'm wrong)

Massive rituals, (500+ gems)
ex. such as creating a summoning circle, which gives you a conjuration bonus. Either temporary or permanent. If permanent, the effect could be weak, yet stackable.
ex. such as for the creation/destruction of magic sites.

A dungeon type site where a hero can go (at the end of the turn you essentially get an arena like scenario, if your hero wins, you gain some prize, gems, magic item, special unit, heroic ability, exp, etc. The critter to prize ratio should be similar, so tough creatures give good prizes, but otherwise should be completely random. Once the dungeon was plundered, the site would deactive for one year, and then reactivate after the year passed, with a new critter/new prize.
(I recall there are two sites similar to this, though horribly deadly, but I suppose it could be fleshed out more.)

A few more energy shield types (and the ability to mod them onto any unit), similar to fireshield;
Ex. Lightning shield, Astral shield, Holyfire shield (damages undead), etc.
Reply With Quote