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June 25th, 2008, 09:53 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: New mod commands
Quote:
Kristoffer O said:
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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Is that tied into his basic love of mods?
Or would it apply also to a map shortlist and a server shortlist?
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June 25th, 2008, 12:22 PM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
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Re: New mod commands
This mostly applies to monster modding as it is difficult to know what relevant abilities I have missed, but quite easy to implement them since the abilities are already there for existing units.
I believe there will be some more modding additions for the next patch, but I don't know in what areas yet.
And #startaff is a command that sets a percentage chance of starting with a random affliction, just like a flagellant.
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June 25th, 2008, 12:28 PM
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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
Top of my list of monster modding requests (aside from those just done) is #heat <nbr> and #cold <nbr> so we don't always have to give things heat/cold 3. That would be great. I suppose I should post that in the shortlist thread though.
These ones you've just done are super handy though. I'm going to make use of several of them right away once the patch comes out.
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June 25th, 2008, 12:31 PM
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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
Oh, I just checked the modding shortlist - that list is actually excellent, or at least the creature modding bit (which I'm interested in) is (didn't properly look at the rest).
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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
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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
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Re: New mod commands
All correct. #leper is the popkilling thing Harvester of Sorrows?? does.
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June 25th, 2008, 01:33 PM
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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
Nice one JK.
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June 25th, 2008, 05:19 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: New mod commands
Kristoffer, Johan, this is why we love you guys!
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June 25th, 2008, 05:31 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: New mod commands
Wow, neat stuff! Lots of potential. Hmm, we could actually make a Moose Mod that makes Moose only stealthy in woods!
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June 25th, 2008, 07:06 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: New mod commands
This one alone makes me quite excited for the new patch. It's amazing how far modding has come, bit by bit. To echo everyone else, thanks! 
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