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  #121  
Old February 18th, 2007, 06:39 PM
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Default Re: The Modder\'s Wishlist

Quote:
Edi said:
What about when you need +3 or +4 links? There are linked randoms in the game, Deep Kings and Tartarians have them, but nobody else does. It would be better to change the random assignment by adding a new numerical parameter to indicate how many linked picks there is.

Something like
#custommagic <pathmask><chance><linked>
so
#custommagic <32640><50><2>
would give a 50% of a 2 linked FAWESDNB random.

Much, much easier to do.
That'd include adding a new parameter to a command. Also, it'd require a third parameter. Three-parameter commands are quite rare. I can't think of any ATM. I think having more options in the mask is easier to do. I don't see any use for +3 or +4 links, but I guess they could be added as masks as well. If values under 128 are free, there's easily enough space for them, and if not, the big numbers will be added together with a calculator any way.
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  #122  
Old February 19th, 2007, 02:59 AM
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Default Re: The Modder\'s Wishlist

Hmm, there is that, and it would also require modifying the existing units with randoms unless the third parameter is something that is actually used but is not available for mod commands.

Edi
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  #123  
Old February 19th, 2007, 05:47 AM
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Default Re: The Modder\'s Wishlist

Quote:
Edi said:
Hmm, there is that, and it would also require modifying the existing units with randoms unless the third parameter is something that is actually used but is not available for mod commands.
Either way is fine, any way. We won't be programming it, so both our suggestions are just as (in)significant.

I actually thought there were no linked custom randoms until I re-checked the Kings of the Deep of MA Atlantis. They didn't have an elemental random after all!

Any way, here's another wish of mine:

Ability to create "events" for spells

The only things I really want to be able to do are ability to cause an "event" message in the province targeted by the spell, and to make the event capable of triggering a spell. Ability to create buildings/money/sites/units/items etc wouldn't be nearly as important as the ability to create messages. An example:

A spell similar to Astral Window (scrying spell) causes an event to appear to the controller of the targeted province. The event is a message, which tells him the province was target of some hostile magic.
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  #124  
Old February 26th, 2007, 06:26 PM
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Default Re: The Modder\'s Wishlist

Another summa might be nice, I'm worried that I'm repeating prior requests.

I want to be able to give units the following passive powers -
* dominion spread (as Juggernaut)
* prevent bad events (as fortune teller, lady of fortune, and so forth.)
* reduce unrest (as lady of love)

I've been trying to work around these with #copystats and it just isn't working.
Oh, being able to give units the "fly in storms" ability would also be nice (and would partially work around the above.)
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  #125  
Old March 4th, 2007, 10:05 PM
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Default Re: The Modder\'s Wishlist

Okay, now that I've go spell-modding mostly figured out:

* Spells have a secondary spell-effect field. I'd like to be able to mod that.

* Call of the Winds and Angelic Host somehow know that they are lead by a Great Hawk and an Archangel, respectively. I assume that this data is stored in the respective units - so I'd like a unit mod command something like:
#followerof <unit #> | "<unit name>"

* Hidden in Snow somehow knows to cast three other spells - one of them 0-2 times? However that works, I want to be able to do it too. Are the Unfrozen Mages somehow specified by the Unfrozen Warrior unit?

* It would be nice to be able to create our own lists of uniques for use with effect 10089. This supersedes my earlier, unrealistic request for unit-pools.
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  #126  
Old March 5th, 2007, 04:44 AM
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Default Re: The Modder\'s Wishlist

The ability for expanded modding of nation characteristics would be great. Currently, if the mod manual is to be used as the guideline, it is possible to clear a nation of all specials but not possible to reinstate things like undead reanimation for priests (Lanka, Ermor MA) and some other things. Or add them to a completely new nation.

I suppose an #undeadnation command, similar to the #uwnation and #bloodnation commands would do that (info for board members: the undeadnation characteristic exists and is responsible for the weird undead leadership values on Lanka units).

Being able to assign armor to units by armor number (like weapons can be assigned by weapon number) is another favorite, because it would help modding considerably.

Edi
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  #127  
Old March 5th, 2007, 07:16 AM
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Default Re: The Modder\'s Wishlist

I think you can reanimate undead with a regular nation if your priest is demonic or undead himself.
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  #128  
Old March 5th, 2007, 08:21 AM
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Default Re: The Modder\'s Wishlist

Yes, you can, but the whole point is getting regular non-undead, non-demonic priests to be able to reanimate. Like Lanka and Ermor Broken Empire do.

Edi
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  #129  
Old April 14th, 2007, 03:09 PM
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Default Re: The Modder\'s Wishlist

Quote:
DrPraetorious said:
I want to be able to give units the following passive powers -
* dominion spread (as Juggernaut)
* prevent bad events (as fortune teller, lady of fortune, and so forth.)
* reduce unrest (as lady of love)

They will appear in the upcoming patch.
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  #130  
Old April 15th, 2007, 05:46 AM
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Default Re: The Modder\'s Wishlist

I dunno if this has been suggested yet, but weapons modding is missing a #dt_magic (alternatively #dt_drain) which does extra damage to magical creatures, like the moon lance, moon swords, elf bane, and mage bane.
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