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Nerfix
June 11th, 2005, 07:22 PM
Would this hypothetical weapon work?
<font color="blue">
#newweapon &lt;679&gt;

#name &lt;Auroralic Bolt&gt;

#nratt &lt;1&gt;

#aoe &lt;1&gt;

#dmg &lt;10&gt;

#att &lt;0&gt;

#range &lt;10&gt;

#ammo &lt;3&gt;

#nostr

#magic

#shock

#armornegating

#sound &lt;24&gt;

#explspr &lt;10001&gt;

#flyspr &lt;141&gt; &lt;8&gt;

#secondaryeffect &lt;114&gt;

#end
</font>

I'm asking because there aren't any examples in Dom II like they had in Dom I...

Arralen
June 11th, 2005, 10:57 PM
This will not work.

There are countless examples .. just download any one of of all those mods around and check them out...

Nerfix
June 12th, 2005, 04:19 AM
I guess this will be more like it then?

#newweapon 924
#name "Auroralic Bolt"
#nratt 1
#aoe 1
#dmg 10
#range 10
#ammo 3
#nostr
#magic
#shock
#armornegating
#sound 24
#explspr 10001
#flyspr 141 8
#secondaryeffect 114
#end
-- This is the long range strike of Aurora Soldiers

Arralen
June 12th, 2005, 05:44 AM
This looks quite ok.
But you may want to add an attack value. http://forum.shrapnelgames.com/images/smilies/wink.gif
"0" is ok for bows with ammo 20, but for a ranged attack with ammo 3 on a considerable expensive unit, this may be to few. I would suggest testing with "2".

Nerfix
June 12th, 2005, 06:23 AM
Well the unit itself is a summonable sacred ethereal fireshielded non-living thingy with nasty close attack...

Not much HP though.

But good to know that it would work. I'll proceed with my project. Coming next: the amazing transformation of Ulmish units. The Master Alchemists drank too much mercury and got replaced with the Sky Smith. Yay!

How do you define how much pretender costs in points? http://forum.shrapnelgames.com/images/smilies/confused.gif

PDF
June 12th, 2005, 07:17 AM
Nerfix said:
...
How do you define how much pretender costs in points? http://forum.shrapnelgames.com/images/smilies/confused.gif



Use #gcost , it's read as "design cost" when pretender tag on.

Nerfix
June 12th, 2005, 08:19 AM
Righty then.

Nerfix
June 12th, 2005, 08:26 AM
#selectmonster "550"
#name "Sky Smith"
#descr "The Sky Smith is an anciet smith of great magical powers and artificer skill. He, according to legends, helped in the Creation by forging the sky but he disappeared for a long time. Now he has returned and is trying to achieve godhood, viewing himself as the only worthy one for the position. He is a versatile mage and he knows the secrets of the forge.

Dominion: 1
Earth magic: 1
New magic paths cost: 10
Weapons: Hammer
Armor: Light Weight Scale Mail"
#spr1
#spr2
#ap 12
#mapmove 2
#hp 10
#prot 0
#size 1
#str 10
#enc 3
#at 10
#prec 11
#mr 12
#mor 11
#weapon "13"
#armor "49"
#gcost 50
#okleader
#goodmagicleader
#noundeadleader
#forgebonus 20
#magickill 3 1
#pathcost 10
#restrictedgod 4
#startdom 1


Would this work?

Endoperez
June 12th, 2005, 09:09 AM
You don't need to have "" with numbers. Other than that, it looks like it should work. However, boost his hits a little. He is a pretender, and a Smith, after all.


Also, you don't need to define *everything*. Leave out the #spr and #spr2 if you don't want the picture to change, #noundeadleader is not needed unless you are modding something to lose that ability, etc.

Nerfix
June 12th, 2005, 09:37 AM
spr's are empty because I don't have any sprites. http://forum.shrapnelgames.com/images/smilies/happy.gif

BTW, I forgot the #clear and #clearspec in that pretender. http://forum.shrapnelgames.com/images/smilies/wink.gif

Endoperez
June 12th, 2005, 10:17 AM
I would say Sky Smith is more a Titan than a mere mortal. That would mean that either Son of Niefel without a shield or a Titan with a hammer could be used as sprite with some recoloring. Or, if you do want to keep him as human, maybe resized Son of Niefel with different color would be enough.

Nerfix
June 12th, 2005, 10:20 AM
I was thinking more in the lines of one guy who made some strange thingy that spewed money and salt...

Endoperez
June 12th, 2005, 01:24 PM
Oh, *that* smith. I thought the Air part was more about forging the sky than having Air magic. He forged a warship, a crossbow and a magic cow before succeeding in Sampo, and crafted the golden bride, so I quess he is just a Rainbow mage with hefty Forge bonus.

I would go with Forge bonus 40 or 45, and possibly make him start with A1E1 and path cost 10.. Air is for forging the sky, Earth for forge bonus and mastery over steel, and the cheap paths give the option of going to almost any direction or item.

While you are at it, you might want to add the Great Songmaker, special version of the Hag that transforms not to werewolf but to huge bird, and possibly few others as well. I would have used them as heroes, though.

BTW, the Feller of the Tree would make an interesting hero. Stats of a Giant or Firbolg, spr1 of hoburg and spr2 of attacking Niefel or an axe-wielder of similar size...

Nerfix
June 12th, 2005, 01:39 PM
That high forge bonus would be too big in my opinion but E1A1 might be ok.

I've so far made one pretender, one hero, the special units and almost all commanders.

Nerfix
June 12th, 2005, 05:05 PM
Does anybody know the monnbr of the BW Ulm vampire summon? Also, I'd apreciate the monnbrs of some of their infantry and the two more heavily plated commanders.

Alneyan
June 12th, 2005, 05:13 PM
When inspecting a unit/commander, you can access all numbers by using Shift+I (I as in India, if you are like me and fail to see the difference between I, l, i and L)

Endoperez
June 12th, 2005, 05:41 PM
Use

#clearrec

after selecting the nation, and

#addrecunit nr

to add unit with unitnr 'nr' to that nation's recruit list.


However, if you really want to unit nrs of Ulmish units and commanders... here is that part of my Nation Replacement mods, or Nation Null Mods as there are other similar mods now:

#addrecunit 417
#addrecunit 67
#addrecunit 68
#addrecunit 71
#addrecunit 72
#addrecunit 73
#addrecunit 74
#addrecunit 75
#addrecunit 76
#addrecunit 77
#addrecunit 78
#addrecunit 79
#addrecunit 80
#addrecunit 69
#addrecunit 749

#addreccom 427
#addreccom 114
#addreccom 115
#addreccom 116
#addreccom 117
#addreccom 70
#addreccom 325
#addreccom 748
#addreccom 240

The Ulmish units, in the order they are in the recruitment screen, excluding those recruited from site (Guardian and Lord Guardian).

Nerfix
June 12th, 2005, 06:22 PM
Alneyan said:
When inspecting a unit/commander, you can access all numbers by using Shift+I (I as in India, if you are like me and fail to see the difference between I, l, i and L)



Yeah, I know, but I can't arse myself to play BW Ulm to check it out. http://forum.shrapnelgames.com/images/smilies/tongue.gif

Alneyan
June 13th, 2005, 03:41 AM
You do realise it would take approximatively two minutes (possibly less), Pretender creation included, right? http://forum.shrapnelgames.com/images/smilies/wink.gif

Nerfix
June 13th, 2005, 04:49 AM
Well yeah but I am laz...humm, time-efficient. http://forum.shrapnelgames.com/images/smilies/wink.gif

Nerfix
June 14th, 2005, 02:30 PM
Whats wrong in this one:

-- The spell to summon Auroras

#selectspell "Sanguine Heritage"
#clear
#name "Summon Aurora"
#school -2
#researchlevel 4
#path 0 3
#path 4 3
#pathlevel 0 3
#pathlevel 1 3
#fatiguecost 1500
#precision 100
#end

Endoperez
June 14th, 2005, 03:25 PM
Well, #clear and #name don't work for spells. http://forum.shrapnelgames.com/images/smilies/frown.gif Names can't be changed.

Other than that, the #path and #pathlevel commands are wrong. To choose paths for a two-path spell, you have to have

#path 0 P1
#path 1 P2
#pathlevel 0 L1
#pathlevel 1 L2

where P1 is the first path (0=fire, 1=Air, 2=Earth... 7=blood, 8=holy, 9=unholy) and P2 the second path. L1 and L2 tell how much of that magic is needed.

To change something to require FFFSS, you would have to choose:

#path 0 0
#path 1 4
#pathlevel 0 3
#pathlevel 1 2

And precision doesn't do anything in non-combat spells, AFAIK.

Nerfix
June 14th, 2005, 05:17 PM
I can't get the spell to work but meh, I'll make it an unit recruitable only at the capital.

Can you tell me why this weapon isn't working?

#newweapon 925
#name "Auroralic Strike
#aoe 1
#dmg 10
#at 0
#def 0
#len 2
#magic
#shock
#armornegating
#sound 24
#secondaryeffect 114
#end
-- This is the short range strike of Auroras

Johan K
June 14th, 2005, 05:33 PM
Because a " is missing after the #name line perhaps.

Nerfix
June 15th, 2005, 10:59 AM
Ah, that must be it.