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June 25th, 2008, 07:13 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: New mod commands
I don't see #unique as a very big deal. With copystats you could already get it with very minimal unwanted abilities (stealth 0 or regen 1%).
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June 25th, 2008, 07:20 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Thanked 221 Times in 46 Posts
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Re: New mod commands
That's true... but there are an awful lot of things that don't go thematically with stealth or regen. But then I'm always exceptionally thematically picky.
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June 25th, 2008, 07:41 PM
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BANNED USER
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Join Date: Feb 2007
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Re: New mod commands
It's still a welcome addition that's for sure. I'm more excited about the terrain based shape changing though.
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June 25th, 2008, 09:13 PM
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Sergeant
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Join Date: Sep 2007
Location: Rio Bravo, Mexico
Posts: 247
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Re: New mod commands
1. Will #startaff include being horror marked or cursed?,
Or will there be a #starthorror or #startcurse.
2. Will there be a #firearmor, #icearmor or #shockarmor? (similar to the #poison armor)
3. Will there be a #ritualbonus? (similar to the #forgebonus but getting reduction for rituals)
4. Will there be a status icon for negative #incunrest, or negative #nobadevents?
5. Will there be more options to the #magicskill <path> <level> aside from the 50,51,52?
6. Will there be a #domsummonrandom? or some kind of randomization in the summoning?
7. Additional commands for creating new magic armor and weapons?
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June 25th, 2008, 11:09 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: New mod commands
Fire/Ice Armour gives me an idea: Suppose you had a lightning armour (or some other kind of protection/damage type) that did more damage to attacking troops, based on how many of them actually attacked *you* in a given round. Like say you have a titan roaming the battlefield with this lightning armour on, and he's attacked by 4 different chaff in a given round. They each recieve 4,3,2,1 points of damage, in order of who attacks first. If only one attacked, that chaff would only recieve 1 point of damage.
__________________
You've sailed off the edge of the map--here there be badgers!
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June 26th, 2008, 02:44 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: New mod commands
Quote:
Atreidi said:
1. Will #startaff include being horror marked or cursed?,
Or will there be a #starthorror or #startcurse.
2. Will there be a #firearmor, #icearmor or #shockarmor? (similar to the #poison armor)
3. Will there be a #ritualbonus? (similar to the #forgebonus but getting reduction for rituals)
4. Will there be a status icon for negative #incunrest, or negative #nobadevents?
5. Will there be more options to the #magicskill <path> <level> aside from the 50,51,52?
6. Will there be a #domsummonrandom? or some kind of randomization in the summoning?
7. Additional commands for creating new magic armor and weapons?
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1) No and perhaps, depending on whether those two new additions would be new mechanics.
2) Fireshield would be firearmor. There is no iceshield or lightning shield, so those would be new mechanics. Their addition would depend on Johan, but not everything needs full symmetry.
3) This would be a completely new mechanic and a rather powerful one. I doubt there will, but we might get that for magic sites (where the mechanic exists)
4) Icons have generally been up to Kristoffer. Perhaps.
5) Perhaps, depending on whether Johan will modify the #custommagic command. I need to add that one to the shortlist.
6) Completely new mechanic, therefore more unlikely than simply unlocking existing stuff.
7) Possibly. I have not had time to compile an item modding wishlist yet.
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June 26th, 2008, 10:00 AM
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Sergeant
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Join Date: Sep 2007
Location: Rio Bravo, Mexico
Posts: 247
Thanks: 4
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Re: New mod commands
8. Will the #singlebattle type comand will be added? The gladiator one battle deal?
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June 26th, 2008, 10:51 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: New mod commands
Not sure, but i think that one is hardcoded. Unit nbr x and unit nbr y are removed after one battle. Thus not as easy to make moddable as the other fx's.
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June 26th, 2008, 11:03 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: New mod commands
w00t, I've just saw this. Thanks guys, that's awesome. Finally easy access to things like uniques.
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June 26th, 2008, 11:34 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: New mod commands
Quote:
Kristoffer O said:
Not sure, but i think that one is hardcoded. Unit nbr x and unit nbr y are removed after one battle. Thus not as easy to make moddable as the other fx's.
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There's other hardcoding related to Retiarius and Gladiator as well, namely that their resource cost is 1 despite the equipment they have and other units with same stuff have a resource cost that matches the equipment.
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