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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
Thanks: 194
Thanked 855 Times in 291 Posts
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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
Posts: 64
Thanks: 19
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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
Thanks: 194
Thanked 855 Times in 291 Posts
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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
Thanks: 165
Thanked 324 Times in 190 Posts
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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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July 9th, 2008, 06:53 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: New mod commands
Oooh! Yummy! I'll be able to do the trampler mod the way I wanted to!
Is there something in the game that currently does construct-only damage? (I know there are ones which do multiplied damage on constructs.)
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July 9th, 2008, 07:16 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: New mod commands
There is probably some mechanic that does that, so it just got activated for weapon modding. I didn't just pull it out of my arse, if that's what you're thinking. I'm thinking crusherknack is probably that weapon, it's a secondary effect of the Smasher.
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June 25th, 2008, 12:41 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: New mod commands
Quote:
* New monster modding commands: #watershape, #landshape, #forestshape, #plainshape, #unique, #stormimmune, #startaff, #bloodvengeance, #stonebeing, #leper, #beckon.
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I've greenified some of the list items, but I would like confirmation of the following: - #beckon is what I listed as #lure?
- #stormimmune is what I listed as #stormflyer?
- Is #leper the plague carrier or the popkilling reaper?
Thanks for doing these. I'm certain they will see a lot of use. 
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June 25th, 2008, 01:16 PM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
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Re: New mod commands
All correct. #leper is the popkilling thing Harvester of Sorrows?? does.
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