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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #31  
Old June 13th, 2008, 03:03 AM
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Default Re: Modding shortlist

I've chopped up the modding list into discrete posts such as was done with the buglist. It makes managing the thing easier.
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  #32  
Old June 26th, 2008, 08:14 AM
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Default Re: Modding shortlist

Added #custommagic modification wish to the list, so that linked custom randoms would be possible.
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  #33  
Old June 26th, 2008, 12:57 PM
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Default Re: Modding shortlist

Added #banefireshield to monster modding and added a rather large section of stuff to item modding, basically just unlocking mechanics that are included in the items already in the game.
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  #34  
Old July 9th, 2008, 04:06 PM
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Default Re: Modding shortlist

Added a few entries to the fort modding section of the modding wishlist, since a pic and a battlefield layout would be sort of necessary for any modded forts.
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  #35  
Old July 9th, 2008, 06:42 PM
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Default Re: Modding shortlist

Edi, could you please add the ability to mod the paths and schools of magic, and to add new paths/schools also? As well as the ability to modify and add gem types, and gold, supply, and resources (by name, as well as to add new resource types). Thanks!
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  #36  
Old July 14th, 2008, 01:02 PM
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Default Re: Modding shortlist


#remove_deathmatch


Any MP or SP game which is using AI opponents could really use this command since the AI opponents will blindly send their pretenders into the arena death match. I've also been unable to provide multiple AI opponents with reliable long term starting SCs(supercombatants) because they kill each other during these arena death matches.

If this could be added via modding and/or map edit commands it would be of great value for SP games.
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  #37  
Old July 14th, 2008, 08:50 PM

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Default Re: Modding shortlist

How about the ability to mod magic sites to add gem cost reduction bonuses (i.e. the ultimate gateway)? I don't think that's possible at the moment, anyway....
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  #38  
Old July 15th, 2008, 03:01 AM
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Default Re: Modding shortlist

HoneyBadger: That's out of the scope of this. It would require a lot of coding of entirely new mechanics into the game, which is very much more unlikely than having existing features unlocked. I'll keep that in mind, though, and ask Johan about it.

NTJedi: I'll ask The deathmatch is IIRC something the devs consider a fun feature and if that is the case, getting that command is unlikely.

rdonj: That's already in the wishes shortlist.
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  #39  
Old July 15th, 2008, 05:06 AM
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Default Re: Modding shortlist

Thanks, Edi, I appreciate any time you spend on it.
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  #40  
Old July 15th, 2008, 10:58 AM

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Default Re: Modding shortlist

1. This may be covered by your other more generic post, but i would like to be able to mod special abilities into armor, not just weapons.

2. Another feature that KO is aware of, research variables.
I would like an easier way to mod how difficult research is by levels. Say #research level one normal
#research level two normal
#research level three hard

etc.

3. A mod command(may not be possible) to limit castle construction within x number of provinces of an existing castle).
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