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  #31  
Old June 26th, 2008, 01:46 PM

Sombre Sombre is offline
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Default Re: New mod commands

Hmm. I hven't tried this but #ressize 0 might work for that.
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  #32  
Old June 29th, 2008, 02:44 PM
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Default Re: New mod commands

From the progress page:

28th june
* Monster modding: #cold and #heat takes an area variable.
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  #33  
Old June 29th, 2008, 06:31 PM
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Default Re: New mod commands

Nice!

BTW, I could really use "dt_small" (affectionately thought of as "dt_squash" right about now. I'm starting a mod to tramplers to change the trample mechanic for some of them. DT_small already on the shortlist.

Also I'm just about finished with the first version of the spell portion of my complete magic rebalancing mod for epic/RP /army-loving purposes. I'm having a lot of fun with it.
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  #34  
Old June 30th, 2008, 03:07 AM
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Default Re: New mod commands

Quote:
PvK said:
Nice!

BTW, I could really use "dt_small" (affectionately thought of as "dt_squash" right about now. I'm starting a mod to tramplers to change the trample mechanic for some of them. DT_small already on the shortlist.

Also I'm just about finished with the first version of the spell portion of my complete magic rebalancing mod for epic/RP /army-loving purposes. I'm having a lot of fun with it.
Nice!

If you're interested, I attached the mod with the weapon changes we discussed a while ago. I haven't changed forgeable magic weapons or resource costs, but it gives should give a good idea about the direction of the change.

Anyone else, the mod basically tries to make spears and polearms, axes and battleaxes, mauls and hammers etc weak weapons better. Feel free to try it if you're interested.
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File Type: zip 620417-chargemod.zip (43.8 KB, 79 views)
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  #35  
Old July 8th, 2008, 03:36 AM
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Default Re: New mod commands


New Ability:

New modding commands which allow us to add new mercenaries into the mix of existing mercenaries would be appreciated.
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  #36  
Old July 8th, 2008, 07:43 PM
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Default Re: New mod commands

Endo, I just saw that message and attachment. Thanks.
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  #37  
Old July 9th, 2008, 03:13 PM

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Default Re: New mod commands

9th july
* New weapon modding commands: #dt_small, #dt_large, #dt_raise, #dt_magic, #dt_constuctonly, #dt_demononly, #mrnegates, #mrnegateseasily, #mind.
* Weapon modding: Range -1 = strength as range, -2 = str/2, etc.

Ooh! More goodies! And some good stuff for you there PvK.

#mrnegates will be really useful I think. I'm going to use it in Tomb Kings for sure.
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  #38  
Old July 9th, 2008, 03:50 PM
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Default Re: New mod commands

At the rate Johan is going, I'm going to run out of shortlist soon!
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  #39  
Old July 9th, 2008, 03:54 PM

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Default Re: New mod commands

Edi:

Nah, just copy other shortlists here, maybe he won't realise and code UI Improvement shortlist too and few others
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  #40  
Old July 9th, 2008, 04:01 PM
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Default Re: New mod commands

*counts*

You guys do realize that, as of this typing, in the next patch we are getting 3 old mod commands significantly improved (#heat, #cold and #range) and 20 new ones?

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