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March 5th, 2004, 04:47 PM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
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Modding feedback wanted
This post is for people who have created or at least tried to create mods for Dominions II.
I'd like to know what modding command you find missing, especially minor ones that I might just have forgotten about or some other minor additions that would make your mod better.
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March 5th, 2004, 05:46 PM
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Major
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Join Date: Sep 2003
Posts: 1,177
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Re: Modding feedback wanted
(1) On/off switches for most commands would be great. Eg, I'm working on an "Arabian Nights" mod for Arco and I want to change the Priestess to a non-holy non-sacred nature-1 Healer. I could just edit the Priestess' stats like this:
#selectmonster 242
#spr1 "./arabian/doctor1.tga"
#spr2 "./arabian/doctor2.tga"
#holy off
#magicskill 8 0
#hp 10
#mr 12
#mor 10
#gcost 90
#end
As it is now I can't get rid of the 'holy' status without #clear.
(2) More flexibility with item slots:
#handslots (number)
#headslots (number)
#miscslots (number)
(3) Missing commands:
#researchbonus (+/- bonus)
#forgebonus (bonus)
#healothers (rate)
#corrupts
#inquisitor
#skeptic
#spreaddeath (like the HoS)
#spreaddisease (like the HoS)
#rebel (like the Eater of the Dead)
#unique (for summoned units, like the Djinn from the artefact Lamp or the big bad summons)
[ March 05, 2004, 15:49: Message edited by: Nagot Gick Fel ]
__________________
God does not play dice, He plays Dominions Albert von Ulm
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March 5th, 2004, 05:50 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: Modding feedback wanted
uhm sorry for this question, but when will "real" editing be able:
- Editing of Magic sites
- real spell editing, in an effect to alter spells effect (i.e. fires from afar does water damage instead of fire, or the beckoning can only be cast on mountains, or venegeance of dead summons skeletons instead of souless, or certain spells get increases AoE, get magic resitance negation etc
thanks for the afford up to now !
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March 5th, 2004, 05:53 PM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 475
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Re: Modding feedback wanted
Two things besides what poster previous suggested. A #unholy switch to completement the #holy. And a #gender male/female so the warrior women I created stop being kidnapped by succubi.
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March 5th, 2004, 06:18 PM
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Major
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Join Date: Sep 2003
Posts: 1,177
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Re: Modding feedback wanted
Weapon modding:
#nbrattacks (number) - for weapons with multiple attacks
#nomalus - this weapon doesn't count towards the total number of weapons wrt ambidextry
Monster modding:
#whenwounded (monsternumber) - when wounded, this unit will morph (eg, Jaguar Warrior -> Werejaguar)
#whenkilled (monsternumber) - when killed, this unit will morph (eg, Freak Lord -> Freak)
__________________
God does not play dice, He plays Dominions Albert von Ulm
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March 5th, 2004, 07:32 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
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Re: Modding feedback wanted
Units:
#ambidextrous
#demon
#sailing
#supplybonus
#pillagebonus
#defendbonus
#siegebonus
#bloodvengance
#summonallies
(like Werewolves)
#battleallies
(like Mother of Lions / Moloch)
#healcommand
(like Arco priestesses)
#seducecommand
(like Succubus)
#fleeAfterBattle
(like Gladiators)
#mistform
(starts with mistform)
#magicquickness
(starts with magical quickness)
#spr1
#spr2
(If you could specify an existing sprite for a new unit, based on a the sprite used by a current unit number rather than a tga file, that would be really nice!
**********************
Spells:
#numeffects or
(to change the number of effects, like "5" for Summon Imps and "20+" for Crossbreeding, or the number of darts for Nether Darts)
#aoe or
(area of effect)
#summonunit
(so that you can change "Summon Imps" to "Summon Gimps" without removing imps from the game)
#gemcost
#fatiguecost
(fatigue and gem effects need to be discrete!)
#ritual
(makes this a ritual)
#combat
(makes this a combat spell)
#castUnderwaterOnly
#castLandOnly
#targetFriendlyProvinceOnly
**********************
Dominion:
#defaultgrowth
(specifies province growth rate for a neutral growth scale)
Additional Dominion features that would be nice:
#magiccost
The cost to increase a pretender's magic by a level. Default is 8.
#luckRareness (default: 0)
Effect of luck scale on "#eventisrare". #eventisrare has a default of 15. if you set #luckRareness 5, then the percentage of rare events would be like this:
code:
#eventisrare 15
#luckRareness 5
luck scale: 3 2 1 0 -1 -2 -3
eventisrare: 30 25 20 15 20 25 30
**********************
Nations:
#clearpretenders
#addpretender
#clearthemes
#addtheme
#clearheroes
#addhero
Themes:
#themename
(all the rest would be like nation modding)
[ March 05, 2004, 23:43: Message edited by: Saber Cherry ]
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November 16th, 2006, 03:05 AM
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Private
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Join Date: Mar 2006
Location: New Zealand
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HELP :(
Quote:
Nagot Gick Fel said:
(3) Missing commands:
#researchbonus (+/- bonus)
#skeptic
<small>[ March 05, 2004, 15:49: Message edited by: Nagot Gick Fel ]</small>
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#researchbonus now exists BUT #research or #researchability does NOT. The only way I can make a unit which has the research ability and no magic ability(like Arcoscephale Golden Age Philosophers) is to overwrite the units with the existing research ability
The same is true for the #skeptic domain lowering ability
I know Dom3 is out, but I like Dominions 2 better. Is there an answer from the Pretender gods to my plea?
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November 16th, 2006, 06:11 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: HELP :(
In Dominions 3, both can be done by copying (#copystats "Skeptic") the units in question.
As far as I know, Dominions II isn't going to get any more patches. No new patches were made after development of Dom3 started. Most vocal members of the community have already embraced Dominions 3, too, and it seems most modders have done so as well.
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