View Full Version : Wishlist Modding shortlist
Kristoffer O
May 6th, 2008, 03:50 PM
Hello,
Edi's bug shortlist has been very useful to us in the past. Since modding is an area which will get continous support it would be nice to have suggestions organized in an orderly manner.
That way JK might occasionally drop by and think, aha, that sounds easy to add or fix.
Going through the modding wishlist as it is now is not that easy, so the stuff that is added will mostly come from recent posts or JK's imagination.
Is there anyone that feel inclined to do something like this?
Endoperez
May 6th, 2008, 05:31 PM
The biggest problem IME is deciding which suggestions are good enough to be included. There are lots of suggestions; those made by experienced modders are usually pretty feasible as far as we know, those suggested by people new to the game are often more outrageous and possibly more interesting as well.
If anyone feels like doing it, here's (http://www.shrapnelcommunity.com/threads/showthreaded.php?Number=511789 ) what I collected a year ago.
Sombre
May 6th, 2008, 05:38 PM
I'm not sure I want to take on that responsibility, though I will if you can't find someone in this thread.
I think any wishlist should be fairly strict in terms of the feasibility and usefulness of requests.
Endoperez
May 6th, 2008, 06:26 PM
A good list, even if it isn't updated, would do wonders though. Magic sites with non-capital recruitables? Sprites for custom items, items that cast spells in battle? Allowing range of -1 to let us use range:str?
Edi
May 6th, 2008, 07:34 PM
I can try to work on compiling something from the modding wishlist, based on Endo's list, which has a lot of good stuff.
If we also use the current wishlist thread as discussion, stuff that has the consensus of experienced modders would be a nobrainer for the list.
#undeadnation command, to enable reanimation and undead ldr based on holy levels ala Broken Empire Ermor and Lanka would be great.
Endoperez
May 6th, 2008, 07:51 PM
Hey, someone else volunteer! I feel sorry for Edi. http://forum.shrapnelgames.com/images/smilies/frown.gif He's already devoting so much time to these forums.
NTJedi
May 6th, 2008, 08:14 PM
I wish I could manage the shortlist, but my free time is too unstable to volunteer. My current unpredictable workload could have me unavailable for several weeks at a time. Also my modding experience is not as strong as other modders who have created 5 or more nations.
NTJedi
May 20th, 2008, 01:40 PM
bump because this topic is important
Here are some of suggestions which will hopefully be considered for future modding.
#HMark {NUM_1 thru NUM_14} = Summoned unit has 1 to 14 levels of a horror mark.
*Usage = Any horrormarked pretender would love to summon some guards with horror marks for protection against unknown horror attacks.
#HaltH {NUM_1 thru NUM_10} = Unit has the halt heretic trait ranging from +1 to +10.
*Usage = Counters against sacred units with strong blessings.
#Wither {NUM_1 thru NUM_10} = Unit loses life each game turn eventually leading to death and regeneration will not work during battle or outside of battle. Loss of life ranges from 1 to 10 per turn.
*Usage = Future trait of a powerful SC which can rival the Tartarian
#Affliction {NUM_1 thru NUM_20} = Unit will arrive with specified affliction and NUM_20 is a random affliction.
*Usage = Allowing units created via mods to start with an affliction to add flavor and possible game balance.
#Curse = Unit arrives already cursed.
*Usage = Balance trait for powerfully created creatures.
#Wandering {NUM_1 thru NUM_99} = Unit has this percentage chance of turning independent each turn. Once independent it wanders into unpredictable provinces.
*Usage = Currently only one summon creature can turn independent and wander... we'd like to see more.
#Mercenary = Unit cannot be removed from its commander... the same as mercenary units cannot be removed.
*Usage = Prevents the usual scenario where leaders with magic are stashed into a castle while their units are passed to a different leader/mage.
#Turns {NUM_1 thru NUM_99} = Battlefield spell will only last specified number of turns during battle.
*Usage = Ability to Nerf and Fix battlefield spells which never end if the caster retreats such as Mists of Deception.
#SumSkill {NUM_1 thru NUM_10} = Grants a unit the summoning skill typically used by Ry'leh.
*Usage = Other nations can be modded to summon a being with the summoning skill thus when capturing Ry'leh's capital they can try the void gate or the magic site "strange house in the mist".
#EventMsg "XYZ ABC" = Spell is linked with a message event which is sent to the owner of the targeted province.
*Usage = Any spell which targets an enemy province can explain to the enemy what's happened.
#Delay {NUM_1 thru NUM_10} = Spell results/effect is delayed for X amount of turns. Can be used for battlefield spells or ritual spells.
*Usage = New Spells can have a delayed effect such as a spell called sun flare which may take 4 turns to reach the battlefield. Ritual spells can also have a delayed effect whether it's flames from the sky or summoning independents which attack a distant enemy province.
#Order " ", " ", " " = Summoned commander has these default orders to follow.
*Usage = Currently only very few commanders arrive with default orders such as Bogus and his men.
====
====
Also any improvements for the modding of magic items would be greatly appreciated.
====
Maraxus
May 20th, 2008, 02:16 PM
Interesting points. I guess, the mercenary command might be a bit more difficult, depending on how this is coded exactly.
I totally supported the affliction thing, I missed this allready, too.
What do you mean with "Wither". Exactly as written (which is something new), or the "Can not leave it's home province for too long" as we know it from Naiads, etc?
I still miss the one thing I missed in creature modding from the beginning:
#cold <value> and
#heat <value>
Effect should be obviously: same as #cold and #head but not with the fixed power of 3.
And lately again
#onblessspell "<spell name>" | <spell nbr>
The linked spell will effect the creature when it is blessed. Same as the eagle warrior with fly. Might be difficult to generalise to any spell nbr, if the fly effect is a hardcoded special script.
I wish I had more insight into the source code. http://forum.shrapnelgames.com/images/smilies/wink.gif
zlefin
May 20th, 2008, 02:49 PM
I'd like to able to mod castles. It'd be nice to be able to create new castle options for various nations. (including the number of arrow towers in a castle)
I'd also like to be able to add castles with special abilities (like how that agarthan cave thingy gives darkness). maybe a #onebattlespell for castles.
also castle related: for nation editing; i'd like to able to edit what that nation gets per arrow tower in its castles. I'd like to make a mod where the castle arrows are a significant force for all nations.
NTJedi
May 20th, 2008, 03:35 PM
Maraxus said:
What do you mean with "Wither". Exactly as written (which is something new), or the "Can not leave it's home province for too long" as we know it from Naiads, etc?
Preferably it wouldn't have a home, thus the command name of wither. A command which provided a home(safety_net) would more appropiately be called #roots {NUM_1 thru NUM_10}. Either way would be nice.
Edi
May 20th, 2008, 05:51 PM
I'll try to cobble together a modding shortlist starting sometime next week. Can't do it before then due to time constraints.
Foodstamp
June 1st, 2008, 04:18 AM
#hero1name "Bob" , #hero2name "Walk Away Renee" etc please http://forum.shrapnelgames.com/images/smilies/happy.gif.
Also, we desperately need the ability to add custom independent unit recruitment sites, and the ability to add new independent population types. Thanks http://forum.shrapnelgames.com/images/smilies/happy.gif.
Twan
June 1st, 2008, 06:16 AM
My wishlist :
* A #copy command, and if possible a #onebattlespell command usable for item modding.
* A #scriptedonly command for spells, making AI only cast them if scripted, eventually also giving them an huge value if scripted reducing their chances to be overwrited, or some better commands to alter spell AI behavior for modded battle spells, or some changes in the way AI consider the value of added spells (it looks like some composed buffs get incredible values even if the target is already affected by the same non cumulative effects, and some unusual effects get a so small one they are overwrited even by level 0 cantrips).
#buffs/mallus with limited duration (would be cool if using the cloud effect for limited duration + aoe 0 for a personnal spell could make the "personnal cloud" move with the target, instead of the buff/mallus vanishing when targets move) -probably too much work to implement that just for the few modders who make spells, I just mention it in case it's easily doable, and as it may be the base of a whole category of new vanilla spells
Maraxus
June 2nd, 2008, 01:33 PM
I'd like to have a wish of moderate urgendness:
#landshape <creature id> and
#watershape <creature id>
Request for modding access to the effect that makes Oceania's troops change shape when they get to land (and back when they go to water again)
Or, if this would be possible make a new feature-possiblity out of it:
#terrainshape <terrain id> <creature id>
This command would then be able to shape your creature when you move it into the specified terrain-type, useful for mosters that are supposed to have a cave and mountain based combat bonus for example. To prevent huge lists of this command (the creature is supposed to change back when it then moves into anything not the specified terrain), a bitmask might be useful for terrain id.
DrPraetorious
June 2nd, 2008, 08:14 PM
I don't have time to curate such a list atm, but would be happy to do so in priciple, maybe a month down the line if no-one else has done so.
The crucial distinction we'd need to draw, I think, would be between requests for modscript implementation of existing functionality, and requests for new functinoality.
All else being equal, a mod script command to implement an existing game feature is going to be pretty straightforward.
New features may be more entertaining but in any case are going to take, all else being equal, a lot more work to implement.
Edi
June 3rd, 2008, 03:01 AM
I'll be taking this up soon. I need to get the 3.17 DB up to snuff and release it, which is going to take a while since there will be formatting changes that translate to formula changes, which are a pain in the arse.
I expect I could get a preliminary modding shortlist done by the beginning of July and then maintaining that would not be a lot of work. It's getting it done in the first place that is. I've been busy with RL stuff that I got rid of last night finally, so this leaves more time for this.
DrP's point about categorizing requests is important. With good design of a shortlist, it will be easy to do. I expect that we will also hear from Illwinter on what they would like and where they want the modding shortlist to go.
Sombre
June 8th, 2008, 08:36 PM
I'm happy to help however I can.
I think we need to be fairly clear about which features are a priority amongst modders. A #unique tag for instance isn't a major priority because it's not going to be used that often and it can be simulated using copystats with very few side effects. Assigning a number value to the #cold and #heat auras on the other hand is somewhat higher priority.
Edi
June 9th, 2008, 01:40 AM
Yep. Heat and cold with value, armor assignment by number, the already suggested #heroX <nbr> "Name" would be great. There are some other things that would make nation modding and moving them around different eras a lot easier, but that would mainly apply to the existing nations and modifying the current source code so that brief, summary and desription were tied to nation number.
I'll draw up a preliminary list at the end of June. This week will be spent finishing up 3.17 DB and then restoring an upgraded Better Independents mod, perhaps also restoring the Faerun map. The next week I'll be on vacation and offline.
quantum_mechani
June 10th, 2008, 08:20 PM
Thanks for compiling the list Edi. A couple things that seem to be missing:
Magic site:
#adventure <number> As in city of the damned.
Poptype:
#selectpoptype <nmbr>
#clear
#addreccom <name or number>
#addrecunit <name or number>
#terrain <mask>
#rarityera1 <value>
#rarityera2 <value>
#rarityera3 <value>
Monster modding:
#drainpower As in coldpower but with magic scale
Also, the #battlesummon suggestion seems fairly low priority given it can be done with #onebattlespell.
Edi
June 11th, 2008, 01:46 AM
You're welcome. I threw that list together late yesterday evening, so it's not complete yet. For example, poptype modding is missing so far, but your suggestions for that look good.
Endoperez
June 11th, 2008, 02:48 AM
Great! How would you like the suggestions organized?
Weapon modding:
Range: -1 is range: strength, so that's very easy. If other ranges are -2 and -3, they're just as simple to add.
#copyweapon would be useful. You could copy a special effect like Steal Strength and add another special effect to it without giving Shades a big boost.
Showing the mod's title instead of a banner if there's no banner.
Spell modding:
* More spell id numbers
* More spell descriptions available (they cut out at 1000, spells at 1023, or at least something pretty similar).
* #newspell <nr> in addition to #newspell. This would let us properly use modded #onebattlespells. Alternatively, having #onebattlespell work with the NAMES of the modded spells would also work if that's easier to implement.
Edi
June 11th, 2008, 04:43 AM
So fr I've managed to sort out suggestions from the ones made. I like having itemized lists so it is easy to see what's what. I actualy worked largely off the list you posted earlier as well as the DB entries for various properties of things.
So far the things in the list are mostly suggestions on opening up things that have already been done in the game instead of writing completely new stuff from scratch. More complicated things will obviously require more thought.
I'm going to be pretty useless for spell modding discussions, as that's an aspect I'm not familiar with.
Endoperez
June 11th, 2008, 09:05 AM
I'm not good with spell-modding either, but here's something to get that started. Feel free to edit/leave out things as you feel necessary.
SPELL MODDING Increasing the range of available spell IDs and spell descriptions.
#newspell <nbr> This would be a modification of the existing #newspell command and would allow the modmaker to use spesific spell IDs to create complex spell effects that work even when several mods adding new spells are used together.
#event <nr> This command does not exist currently. The spell would cause the indicated event to happen in target province. Alternatively:
#message "text" This command does not exist currently. The spell would create a message with the spesified text in the target province.
Spell-related:
#onebattlespell <nr> | "name" Currently, #onebattlespell does not find modded spells referenced to by name, unlike #nextspell. Because spell IDs of modded spells vary with the number of enabled mods, multiple mods using #onebattlespell won't work as intended.
-----------------
Unrelated but interesting find of the day:
#nextspell "name" works on modded spells! I thought it was like #onebattlspell and would throw an exception, but no, it works perfectly! This means that modded summon spells can summon as many units and commanders as spell IDs allow without causing any problems with other mods.
MaxWilson
June 11th, 2008, 03:58 PM
Don't know if this is a code bug or a documentation bug, but it would be nice if
#flightspr <effect no.>
worked for spells and/or we could figure out how to write it in order to MAKE it work. I've only been able to turn off flightsprites for spells with that command, never to enable or change them.
-Max
Sombre
June 11th, 2008, 08:57 PM
#drainmage - drain immunity as featured by magisters of ulm
Not very high priority because it can be done with copystats.
#TroopA (monsterID)
#TroopnumA (number of troops)
#TroopB (monsterID)
#TroopnumB (numbers of troops)
-- Used for commanders to set troops automatically grouped into two units under them, much like starting troops under the starting commander. This would work for summons, heroes and recruitable commanders. It could have various applications and could be used with this next command;
#Trooplock
-- Can't move or add troops - just like mercenary commanders and their troops.
Nice shortlist Edi. Some stuff on there I would consider pretty low priority, like unique or numbers for armor,.. but there you go.
Edi
June 12th, 2008, 02:52 PM
The following has been added to the modding wishes shortlist:
Poptype modding as suggested by QM
Lots of weapon modding commands that would unlock existing mechanics
#desertsun and #heartofwinter to nation modding.
#drainimmune, #drainpower and #magicpower to monster modding wishes. The latter two would be new mechanics instead of unlocking existing mechanics.
I have not added anything about spell modding yet. That is going to wait until I come back from Sicily on the 22nd, so you can expect that section to start filling in early July unless Ich, Ballbarian or Llamabeast takes it upon himself to manage that. Of course, there is nothing to prevent the lot of you spending the week plotting among yourselves what kinds of things would be cool, how the mod command could be formulated and what it should do. It'll be that much easier for me to swoop in and just reorganize all the ready stuff for a list format.
Incidentally, that is precisely the reason why I have gone to such length to formulate command format and explanations, because if half of the design is done, and done similarly to how Illwinter has done things in the past (e.g. already existing modding commands), they can just pick and choose what they want to do, code it in and even slap the whole shebang straight into the modding manual without editing. The designing of mod commands like this and then formulating the mod manual entries must be some of the more tedious work in doing it, or it would be for me at least. So serving things up on a platter, as it were, is likely going to serve us all well in the long run.
If you take a look at the existing list, you will see only two entries with "New mechanic" in the description (n addition to the more generic ones). This is intentional at the moment. The wishlist commands would be simply ways of opening up existing mechanics for modding, which is easier than coding in new mechanics from scratch. That's also why I had no qualms in putting up so many wishes. Asking for things does not mean we will get them, though we might, but NOT asking for them is almost certainly going to mean they won't happen.
To return to the subject of spell modding for a while, it seems there are many entirely new mechanics being suggested (which are good suggestions), so they deserve more detailed attention than I can give now.
NTJedi
June 12th, 2008, 06:10 PM
Thanks Edi... any chance these could be added to the list as well ?
#Wither {NUM_1 thru NUM_10} = Unit loses life each game turn eventually leading to death and regeneration will not work during battle or outside of battle. Loss of life ranges from 1 to 10 per turn. Similar trait already exists for blood guards and blood lord.
*Usage = Future trait of a powerful SC which can rival the Tartarian
#Affliction {NUM_1 thru NUM_20} = Unit will arrive with specified affliction and NUM_20 is a random affliction.
*Usage = Allowing units created via mods to start with an affliction to add flavor and possible game balance.
#Wandering {NUM_1 thru NUM_99} = Commander has this percentage chance of turning independent each turn. Once independent it wanders into unpredictable provinces.
*Usage = Currently only one summon creature can turn independent and wander... we'd like to see more.
#Mercenary = Unit cannot be removed from its commander... the same as mercenary units cannot be removed.
*Usage = Prevents the usual scenario where leaders with magic are stashed into a castle while their units are passed to a different leader/mage.
#Turns {NUM_1 thru NUM_99} = Battlefield spell will only last specified number of turns during battle.
*Usage = Ability to Nerf and Fix battlefield spells which never end if the caster retreats such as Mists of Deception.
#SumSkill {NUM_1 thru NUM_10} = Grants a unit the summoning skill typically used by Ry'leh.
*Usage = Other nations can be modded to summon a being with the summoning skill thus when capturing Ry'leh's capital they can try the void gate or the magic site "strange house in the mist".
#EventMsg "XYZ ABC" = Spell is linked with a message event which is sent to the owner of the targeted province.
*Usage = Any spell which targets an enemy province can explain to the enemy what's happened.
#Delay {NUM_1 thru NUM_10} = Spell results/effect is delayed for X amount of turns. Can be used for battlefield spells or ritual spells.
*Usage = New Spells can have a delayed effect such as a spell called sun flare which may take 4 turns to reach the battlefield. Ritual spells can also have a delayed effect whether it's flames from the sky or summoning independents which attack a distant enemy province.
#Order " ", " ", " " = Summoned commander has these default orders to follow.
*Usage = Currently only very few commanders arrive with default orders such as Bogus and his men. Helpful for AI opponents.
====
====
Also any improvements for the modding of magic items would be greatly appreciated. Currently modding of magic items are very limited.
Sombre
June 12th, 2008, 07:01 PM
Being able to set separate underwater/overland PD and recruitment options (hardcoded for some existing nations) would be useful, even if only for tweaking the existing nations.
Edi
June 13th, 2008, 02:16 AM
NT Jedi, I'll take a look at those. The affliction one is already in the list as #affliction <bitmask> <chance>. Adding a #voidsummon <value> command would be in line with the existing theme of unlocking stuff, so that one is in.
The mercenary thing is different, I have no idea what kind of special hardcoding there is for the mercenary companies and how easily it could be unlocked. So that would probably need its own subsection. Hence it will be evaluated after my vacation. Everything else on your list is spell modding and will thus be likewise postponed.
We're likely to get feedback on the shortlist from JohanK when he starts using it, which will help shape how it develops. After this initial frenzy of listing things, the followup is going to be slower. Both because it deals with sections that are unfamiliar to me and because it involves a lot of new mechanics from what I can see, as I outlined in my previous post.
Edi
June 13th, 2008, 03:03 AM
I've chopped up the modding list into discrete posts such as was done with the buglist. It makes managing the thing easier.
Edi
June 26th, 2008, 08:14 AM
Added #custommagic modification wish to the list, so that linked custom randoms would be possible.
Edi
June 26th, 2008, 12:57 PM
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.
Edi
July 9th, 2008, 04:06 PM
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.
HoneyBadger
July 9th, 2008, 06:42 PM
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!
NTJedi
July 14th, 2008, 01:02 PM
#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.
rdonj
July 14th, 2008, 08:50 PM
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....
Edi
July 15th, 2008, 03:01 AM
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.
HoneyBadger
July 15th, 2008, 05:06 AM
Thanks, Edi, I appreciate any time you spend on it.
Xietor
July 15th, 2008, 10:58 AM
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).
Edi
July 15th, 2008, 12:25 PM
1) What kind of special abilities? Right now armor is protection only and that's it. I suppose it might be possible to have #fx_wood, #fx_iron, #fx_leather and possibly also #fx_magic for armor, making the armor have some characteristics (e.g. leather armor not affected by Rust Mist etc), but I have no idea how viable this is and whether or not these effects could be unlocked for modding. I think some similar effects could also be available for weapons, but I have no hard data.
2) I can add that, but don't count on it happening.
3) Would more likely be a map command where a province is tagged nocastle. Can't see it doable otherwise, but JK would be the one to make that call.
Xietor
July 15th, 2008, 12:49 PM
I think KO actually said in the Kingmaker thread he may be willing to do something to make tiered research paths feasible in a mod.
Instead of having just hard for spell paths 1-9, to allow setting a difficulty for each of the 9 paths individually.
Shields in game already have special abilities.
Vine Shield-entangle
Shield of Valor-missile protection
Charcoal Shield-fire shield
To my knowledge, there is no way i can create a new shield and give it a special ability.
Endoperez
July 15th, 2008, 01:03 PM
Unfortunately, Xietor, I think all three of your suggestions go under the "may not be possible". Weapons can't have special abilities, just secondary weapon effects (which all deal some sort of damage).
Edi
July 15th, 2008, 01:18 PM
Xietor said:
I think KO actually said in the Kingmaker thread he may be willing to do something to make tiered research paths feasible in a mod.
Instead of having just hard for spell paths 1-9, to allow setting a difficulty for each of the 9 paths individually.
Shields in game already have special abilities.
Vine Shield-entangle
Shield of Valor-missile protection
Charcoal Shield-fire shield
To my knowledge, there is no way i can create a new shield and give it a special ability.
I don't play in Kingmaker, so I would not know. As far as the second point, I don't know how many times I need to post it, but weapons and armor DO NOT have special abilities and CANNOT give them. ITEMS are what you are looking at. If ever there was a modding FAQ question, this one is it.
rdonj
July 15th, 2008, 01:27 PM
Edi said:rdonj: That's already in the wishes shortlist.
Oops http://forum.shrapnelgames.com/images/smilies/redface.gif
Xietor
July 15th, 2008, 02:27 PM
"but weapons and armor DO NOT have special abilities and CANNOT give them. ITEMS are what you are looking at. If ever there was a modding FAQ question, this one is it."
This is just semantics. Weapons do have special abilities, whether it is through a mechanism called 2ndary effects or whatever, it amounts to the same thing.
So shields could also have special effects, whether we want to make it through some mechanism or not does not really matter.
The only thing that matters is my hero has a sword that pierces armor, or a shield that entangles. The hoops i have to jump through to make it so are basically not known by 99 percent of the player base that does not mod.
All they know or care about is what their sword or shield does when they hit someone with it.
As to the research modification:
From KO in Kingmaker thread:
Hmm, I just realized that it will not be possible to make my suggested change.
However research can go on beyond lvl 9. So it should be possible to mod a bit.
Current cost lvls:
lvl
9: 1100 * researchcost
10: 1780
11: 3000
12: 4000
13: 5000
Thus it is possible to move all lvl 7+ up one or a few lvls (making lvl 7 empty)
Suggested fix: Difficult research
Lvl 2-> lvl 1
Lvl 7-> lvl 8
Lvl 8-> lvl 10
Lvl 9-> lvl 12
This leaves lvl 7, 9 and 11 empty.
7+8 costs (420+680)*researchcost
9+10 costs (1100+1780)*researchcost
11+12 costs (3000+4000)*researchcost
Might even work with standard research.
If these costs are unfit I can change them before the patch, but it will not be possible to make another grading without a more thorough fix.
Endoperez
July 15th, 2008, 02:51 PM
Xietor said:
"but weapons and armor DO NOT have special abilities and CANNOT give them. ITEMS are what you are looking at. If ever there was a modding FAQ question, this one is it."
This is just semantics. Weapons do have special abilities, whether it is through a mechanism called 2ndary effects or whatever, it amounts to the same thing.
So shields could also have special effects, whether we want to make it through some mechanism or not does not really matter.
The only thing that matters is my hero has a sword that pierces armor, or a shield that entangles. The hoops i have to jump through to make it so are basically not known by 99 percent of the player base that does not mod.
All they know or care about is what their sword or shield does when they hit someone with it.
Magical items have two effects:
1) They (may) give the unit in question a new weapon or armor and
2) They (may) give the unit in question a new ability.
1 and 2 aren't related. Unit with a #weapon or #armor can't have 2.
Weapons can link to other weapons. Fire Brand (weapon) uses a secondary effect (weapon) that deals fire AoE damage.
There's also an item that gives 50% fire resistance and gives a unit a spesific weapon or armor. It could be Dragon Helmet. It could be Fire Brand. The only difference is whether the item gives the wielder armor XX or weapon YY.
Here's another example:
Jade Armor is a magical item that has the following properties:
- Quickness
- Jade Hauberk
- path requirements and construction level
Jade Hauberk is an armor that has the following properties:
- Protection 15
- enc 4
- def -1
- resource cost
Edi
July 15th, 2008, 02:54 PM
Xietor said:
"but weapons and armor DO NOT have special abilities and CANNOT give them. ITEMS are what you are looking at. If ever there was a modding FAQ question, this one is it."
This is just semantics. Weapons do have special abilities, whether it is through a mechanism called 2ndary effects or whatever, it amounts to the same thing.
So shields could also have special effects, whether we want to make it through some mechanism or not does not really matter.
The only thing that matters is my hero has a sword that pierces armor, or a shield that entangles. The hoops i have to jump through to make it so are basically not known by 99 percent of the player base that does not mod.
All they know or care about is what their sword or shield does when they hit someone with it.
Look, I'm not going to say this again: Learn your goddamn modding mechanics. Weapon special effects such as small area fire are weapon secondaryeffects, as has been the case since forever. Weapons still do not grant fire resistance, darkvision, quickness, bloodvengeance or anything else beyond what is moddable for the weapon object. That is not going to change.
Armor works in exactly the same way, except it does not have ANY secondaryeffects at all. No entangle, no fireshield, nothing at all. So that would require more new mechanics to be coded into the game, and every bleeding single one of these is doable by modding the MONSTER to give it those special resistances, inherent fire shield etc. There just does not happen to be an entangleshield mechanic available for creatures, though I'm not certain whether one could be added.
ITEMS can grant resistance etc etc and have all kinds of effects active on them (witness the ITEM charcoal shield, vine shield etc) and all sorts of things are already on the ITEM modding shortlist. If they happen there, great. If not, we're out of luck.
Now do you understand the differences and why they are NOT just semantics? Unlocking existing stuff is far, far easier than coding in new mechanics from scratch, new mechanics that are liable to break something else in the process, I might add.
A far easier solution is for me to add the subject matter of this post into the new modding guide in the weapons and armor section as well as some more explanatory stuff to the item modding section.
There is also the non-trivial problem that even if this new mechanic of merging item modding to weapons and armor were even remotely feasible, what about all the magic weapons and armor already in the armor and weapons lists? Should KO and JK go back and retroactively change all of those to match the new mechanics? Do you have any idea just how much of a headache making everything backward compatible would be?
Xietor
July 15th, 2008, 03:16 PM
Edi,
I have no idea how hard anything is to code. In fact I have never written a program in my life. And that is why it is a mod request or wish. If it cannot be easily implemented, then it cannot be.
/peace.
NTJedi
July 15th, 2008, 05:45 PM
Edi said:
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.
The death match is a fun feature for games without AI opponents. Once an experienced gamer watches many AI pretenders killing each other every game it becomes a sad feature.
Thanks for checking into getting this added.
Xietor
July 19th, 2008, 02:31 PM
#onebattlespell presently works not only for battle spells but for summoning spells, but when a summoning spell is used, it casts the spell over and over for the duration of the battle. At least it does for "Summon Spectral infantry"
If this is something easily coded, it would be nice to expand #onebattlespell to summoning spells(as it seems to have been done maybe inadvertently), but limit it to a single cast.
Endoperez
July 19th, 2008, 06:45 PM
Xietor said:
#onebattlespell presently works not only for battle spells but for summoning spells, but when a summoning spell is used, it casts the spell over and over for the duration of the battle. At least it does for "Summon Spectral infantry"
If this is something easily coded, it would be nice to expand #onebattlespell to summoning spells(as it seems to have been done maybe inadvertently), but limit it to a single cast.
You used a ritual spells, i.e. non-battle spell. Using a combat summon would fix it, but it'd have to be custom one for Spectral Infantry.
Xietor
July 19th, 2008, 07:01 PM
I have used the spell successfully for combat spells. What i was trying to do was add a bit of diversity to it if it was easy to do. One of my heroes casts "living fire" just fine.
However, I did not want a mod with many authors contributing to it modding a bunch of spells as there would be a risk of conflict. So I was trying to find a way to get a great eagle summoned in combat without modding a spell to do it.
May not be possible.
Foodstamp
July 19th, 2008, 07:39 PM
Xietor said:
#onebattlespell presently works not only for battle spells but for summoning spells, but when a summoning spell is used, it casts the spell over and over for the duration of the battle. At least it does for "Summon Spectral infantry"
If this is something easily coded, it would be nice to expand #onebattlespell to summoning spells(as it seems to have been done maybe inadvertently), but limit it to a single cast.
You've created a situation where the caster can spam the spell repeatedly. If you only want him to do it once a battle, up the fatigue cost on the custom spell. He will cast it the first time and suffer no fatigue, but he will not cast it beyond that because he is not able to pay the cost.
Xietor
July 19th, 2008, 08:34 PM
Actually the caster is not casting the spell. it auto casts the entire battle. The caster is casting other spells.
Foodstamp
July 19th, 2008, 08:54 PM
That's really weird. Can you post the scripting for the spell? Because my guy would spam the #onebattlespell summon before I made the change. Then after I made the change, he would autocast it to begin with, then cast other things.
Maybe this is some type of new bug introduced in the last patch, because I have not touched modding since I was hearing reports that modded magic paths were messed up.
Sombre
July 19th, 2008, 09:32 PM
I've never seen a unit actually /casting/ the #onebattlespell. I've only seen it go off automatically. How did you get him to cast it?
Foodstamp
July 19th, 2008, 10:21 PM
I think I did it with:
#researchlevel 0
#school -1
Here is the spell since then. I did not intend for him to be able to cast the spell beyond the initial #onebattlespell casting, so it has been modified.
-------------------------------------Special Spell--------------------------------------------------------------
#selectspell 87
#clear
#name "Summon Spirit Champion"
#descr "The Caster is able to revive the spirit of a troll warrior who has died outside of combat."
#school -1
#researchlevel 1 (This was 0 originally I think)
#path 0 5
#pathlevel 0 1
#path 1 1
#pathlevel 1 1
#effect 1
#range 5
#nreff 1
#sound 18
#flightspr -1
#explspr -1
#fatiguecost 5000 (This was originally 0)
#damage 2033
#restricted 62
#end
And here is the guy who casts it:
#newmonster 2010
#spr1 "./midgard/spiritmaster1.tga"
#spr2 "./midgard/spiritmaster2.tga"
#name "Spiritmaster"
#descr "There is no greater glory in Midgard than dying in combat. Some people are not granted such a chance the first time around. Spiritmasters are able to recall the souls of those who have died a dishonorable death. These newly arisen spirits serve the Spiritmaster in return for a chance to die in combat, which will guarantee them a spot in the house of the new God."
#hp 10
#size 2
#prot 0
#mor 12
#mr 14
#enc 3
#str 10
#att 9
#def 10
#prec 10
#mapmove 2
#ap 12
#gcost 100
#rcost 1
#nametype 115
#coldres 25
#weapon "Quarterstaff"
#poorleader
#onebattlespell 87
#itemslots 15494
#magicskill 1 1
#magicskill 5 1
#end
If you alter the spell to the way I had it originally noted by the bold it should give you a caster that is able to spam a summon spell.
Edi
August 13th, 2008, 02:58 PM
The modding wishes shortlist has been fixed and is once more readable.
Endoperez
August 14th, 2008, 02:11 AM
That was fast! :eek: Thanks for the work.
Aezeal
August 14th, 2008, 07:24 AM
1. I would still like to have the #useinwater (or something similar) to be added for ranged weapons.
Would be great for the total conversion dom 3000
Even better would be:
2. 1-2 new province types: air (and/or space)
-only accesable by flying creatures
-above average chance of air and or astral sites (
- I'd say they'd not be used in general games etc, just for modding (dom 3000) purposes
I guess the 2nd proposal might even be easier to implement and if it could be done it would be GREAT!!! (if also the #flying command was available only or #airshape and it's returning counterpart)
Aezeal
August 15th, 2008, 08:29 PM
Edi I would still like to see above requests added to the wishlist :D
Maraxus
August 17th, 2008, 09:58 PM
I support the idea of allowing underwater ranged weapons, allthrough #copyweapon (allready on the list) might solve the problem (I have to check, if there is any ranged weapon that is not MR negates, that fires underwater).
(But new terrain types: My guess would be: chances are small. ;)
HoneyBadger
August 17th, 2008, 10:38 PM
I'd like to see modifiable underwater ranged weapons, flying, and stealth in the game. Not sure that Stealth isn't already possible, though
Maraxus
August 18th, 2008, 06:08 AM
Underwater stealth will be possible with the next patch (through seashape / landshape)
Sombre
August 18th, 2008, 06:58 AM
There are already underwater stealth units. A Bogarus summon for instance.
I have no idea if it works though.
Xietor
August 18th, 2008, 07:44 AM
I used a gor ghost as a stealth unit in a prior mp game. The joke was on me if he showed as stealth but really was not(: He did show as stealth though.
Edi
August 26th, 2008, 04:06 AM
Added #landlubber to monster modding wishlist so I won't forget it (found a thread where it was requested while browsing through the forums).
Please keep all modding wishlist related discussion to this thread or the other threads linked from the shortlist thread.
Edi
September 1st, 2008, 04:23 PM
A list of possible stuff for event modding added to list as per request from KO. :)
Edratman
September 1st, 2008, 07:52 PM
I saw this in a thread about caves.
Making a province neighbor connection hidden until discoved by a search. Could be used to find hidden paths through mountain ranges and/or into a second layer on the map.
HoneyBadger
September 4th, 2008, 11:23 PM
HoneyBadger has created a thread in the main dominions forum containing his wishlist/modding suggestion:
Wishlist: Multi-Tier PD (http://forum.shrapnelgames.com/showthread.php?t=40466)
The original content of this post can be found at the above link. HoneyBadger felt that the content was relevant to this thread and the Mod forum, but to allow extensive discussion of the suggestion, he requested that I edit this post.
Have a nice day. :)
- Ballbarian
Edratman
September 8th, 2008, 11:44 AM
I've searched the short list and this thread and haven't seen this suggestion. (No guarantee there, one would have to have much more patience than I possess to claim 100% accuracy.)
How about a spell that is the reverse of banishment or smite demons that demons and undead could use on sacred/holy non-demons?
Also, while going though the short list I saw the magic item section the following:
"#prec [bonus] Item grants commander specified bonus to precision"
I make weapons with enhanced precision using the "#precision <>" command. Won't this work on items also?
Endoperez
September 9th, 2008, 02:16 AM
"#prec [bonus] Item grants commander specified bonus to precision"
I make weapons with enhanced precision using the "#precision <>" command. Won't this work on items also?
Longbow of Accuracy item doesn't affect precision, but the weapon it gives to the unit (also named Longbow of Accuracy) has very high precision stat. When the commander uses the bow, he's very accurate. If the commander casts a spell, he uses his normal accuracy.
Eye of Aiming affects the unit's precision directly, and affects spells as well as fired missiles.
Spell modding is rather complicated. Unit abilities are all given as independent command tags, but spell effects and specialities are given as bitmask values that can be used to enable a number of options from a greater pool. It might be possible to mod a spell that only affects sacreds; if it isn't, it's unlikely it will become available.
Edratman
September 9th, 2008, 06:24 AM
[QUOTE=Endoperez;637339
Eye of Aiming affects the unit's precision directly, and affects spells as well as fired missiles.
QUOTE]
I understand the difference. I thought about that difference on my drive home last night and surmised that might be the case.
Sombre
September 12th, 2008, 04:10 AM
It might be possible to mod a spell that only affects sacreds; if it isn't, it's unlikely it will become available.
What like Bless? I presume you can just take the 'friendly targets only' bit off bless and add 'enemy targets only' and you'd have your spell.
Sombre
September 15th, 2008, 06:18 AM
#Prophetshape {monster name/ID}
Used to provide a second shape if the monster is prophetised. This is already in the game for units like the Abysian Warlord, Ctisian Lizard King etc.
Edi
September 15th, 2008, 08:41 AM
Added to shortlist as #prophet [monster nbr] | "monster name"
Edratman
September 16th, 2008, 11:08 AM
Would it be possible to have "go AI" possess a turn limit option?
I think this would be useful in testing mods, choosing to run 5 or 10 turns on automatic pilot, so to speak, and assessing the graphs.
Right now all I get is "GAME OVER". I can't even figure out who won.
Sombre
September 20th, 2008, 11:36 AM
I can't find an extremely important 'wish' for mods on the wishlist:
MORE NAMETYPES
We used to have a few we could use. We now have only 2 nametypes which are free, 127 and 128. Naturally a lot of mods use these. And if we can get more nametypes, can we get a LOT (like hundreds more) so we don't run out. They were supposed to have been extended before but it didn't work out.
HoneyBadger
September 20th, 2008, 02:32 PM
I'll second Edratman's suggestion-I had the same thought myself, last night-(I'd suggest the name 'Blasphemy' to replace the 'Banishment' spell, and 'Fall From Grace' to replace 'Smite'), and also Sombre's nametypes. Both of them are excellent, intuitive suggestions that ought to be included.
Nounours
October 6th, 2008, 03:38 AM
NAMETYPES !! MY KINGDOM FOR NEW NAMETYPES !!
And shouldn't it be interesting to have the following mod commands :
- SPELLS :
- #scale [scale; i.e. "cold" or "order"] [bonus] : allow a spell to be more or less according to the specified scale, like Murdering Winter which is more effective with a high Cold scale.
- #killcaster : the spell kill the mage who cast it ( a bit like Ashdod's "Banquet for the Dead").
Edi
October 13th, 2008, 07:28 AM
Next patch will give us a bunch of nation and site modding commands:
New nation modding commands:
#autoundead Dominion reanimates dead like LA Ermor
#zombiereanim Basic reanimation (ghouls, soulless, longdead) + 15 undead leadership per holy level
#horsereanim Reanimation of longdead horsemen
#wightreanim Reanimation of undead Lictors
#manikinreanim Carrion Woods Pangaea reanimation
#tombwyrmreanim C'tis reanimation
#domkill Dominion kills population
#domunrest Dominion causes unrest
#templecost Sets gold cost for temples
#labcost Sets gold cost for labs
New site modding commands:
#mon Adds a recruitable monster to the site
#com Adds a recruitable commander to the site
#clear Clears the site's attributes
#incscale Increases a scale
#decscale Decreases a scale
These commands and their usage will be listed in detail in the next modding manual version, which will be included in the coming patch.
Edratman
October 13th, 2008, 07:37 AM
Cool additions. :up: :up:
Sombre
October 13th, 2008, 10:49 AM
WOW.
Seriously. That's awesome.
I know I'll be making at least one Warhammer themed site collection mod now.
The nation commands are a little bit less exciting, because we don't have much control over them - they just replicate existing stuff (we can't mod the undead reanimation tables etc) but being able to change temple and lab costs is going to be pretty huge. It could even be useful in CBM.
Thilock_Dominus
December 23rd, 2008, 04:12 AM
A command for the opposite of #restricted would be useful.
Maybe call it; #notnation <nation number>
It would be useful to not allowed a specific nation to use X spell, X unit, X item
I could really use such command :)
Exampel;
#selectspell 110
#notnation 91
#end
Which doesn't allow nation 91 to use spell 110
Maraxus
February 3rd, 2009, 06:57 PM
On the Wishlist are the monster modding commands
#clearweapons
and
#cleararmor
Those can allready be done with
#weapon 0
and
#armor "Nothing"
Including this in the next modding manual could be a simpler solution than including a new command (...don't know ...) ;)
For side modding instead of the specific #summon command
#cast [commander type] ["Spell name" | Spell id]
might be not much harder and much more useful, because it would include scrying sides like the well of all waters and allow some new ideas (teleport gates).
-commander type would be -1 for "any commander" and 0 to 8 would be a mage of the according magic path numbered as usual.
(...Again, maybe it's not possible, maybe it is, don't know...)
Thilock_Dominus
February 4th, 2009, 02:51 AM
What about allow changing sprites of;
- Magic Item Modding
- Magic Site Modding
and
- Temple
With "Magic Item Modding" and "Magic Site Modding" a #spr "imgfile" would be nice.
With "Temple" there could be a #templespr "imgfile"
---------------------------------------------------------------
Weapon & armor modding:
Allow to give weapons/armor the ability to boost magic.
A #magicboost path boost and #gemprod type number would be nice.
Another nice thing would be to mod "misc items".
Endoperez
February 4th, 2009, 02:54 AM
For side modding instead of the specific #summon command
#cast [commander type] ["Spell name" | Spell id]
might be not much harder and much more useful, because it would include scrying sides like the well of all waters and allow some new ideas (teleport gates).
I requested this earlier, but someone said that it wouldn't work. There's no "cast a spell" effect on sites. There is "enter to summon X", "enter to scry" and "enter for adventure", but those are all spesific effects independent of each other.
Burnsaber
February 7th, 2009, 06:47 AM
Just thought of this. Would be a cool way to introduce nation in a deeper level to the game.
Mercenary Modding
#addgroup - adds new group of mercenaries
#name "name" - declares the name of the group
#leader [mon nmbr] - declares who commands the mercenaries
#troops [amount] [mon nmbr] - first number declares how many troops and the other what the monsters are
#startcost [amount] - How much money will they ask when they are available.
#end - always at the end of #addgroup
Aezeal
February 7th, 2009, 10:31 AM
hehe I'd love this.. dom3 K needs to get rid of all existing mercs to start with.
so I'd need a command to remove them
analytic_kernel
February 7th, 2009, 10:33 AM
Mercenary Modding
#addgroup - adds new group of mercenaries
#name "name" - declares the name of the group
#leader [mon nmbr] - declares who commands the mercenaries
#troops [amount] [mon nmbr] - first number declares how many troops and the other what the monsters are
#startcost [amount] - How much money will they ask when they are available.
#end - always at the end of #addgroup
Good idea, Burnsaber.
We would probably also want #leadername. Might also be good to specify magic paths (and maybe even magic items) for the leader.
Aezeal
February 7th, 2009, 10:43 AM
items, yes, paths would just be under it's newmonster modding stuff
analytic_kernel
February 7th, 2009, 10:50 AM
items, yes, paths would just be under it's newmonster modding stuff
Well, I was actually drawing inspiration from the map editing commands, where commander paths can be customized beyond their monster chasis. I know we're talking about modding and not map editing here, but it would still be nice to have the additional customization for mercs. But, even the original list that Burnsaber gave would be a good start.
Aezeal
February 7th, 2009, 01:17 PM
yes analytic, if you just create a new monster (you know er can do that :D) with whatever stats/costumization you want you can link it to that already with his idea :D
analytic_kernel
February 7th, 2009, 01:57 PM
I see, Aezeal. You're looking at it more like the way national heroes work. I looked in Edi's DB, and didn't see some of the standard mercs listed in the 'uniquename' column in the 'AllUnits' sheet. But, that's not to say that things couldn't work the way you suggest. I'll concede that it would be more flexible.
I would be happy either way. :)
Edi
February 7th, 2009, 05:15 PM
Mercs aren't listed in the unique stuff in the DB because the captains are all the same two types for the regular ones. Mercs are hardcoded, so they are not easily pigeonholed into anything particular.
Burnsaber
February 7th, 2009, 08:08 PM
Mercs aren't listed in the unique stuff in the DB because the captains are all the same two types for the regular ones. Mercs are hardcoded, so they are not easily pigeonholed into anything particular.
Hardcoded? That sounds like it might be very, very unlikely to see this kind of commands. Well, at least I brought it up.
Mercenary companies would just kinda be cool way to really force nation in the backround of dom3. Even if no one is actually playing the nation, it still has a effect on the game. *Shrugs*, well, at least we have the #mon site command to make random magic sites that allow recruits of nationals.
Aezeal
February 7th, 2009, 09:55 PM
I've seen some mercs when looking through the allview map though.. some seemed commanders from their description. Is there some way do disable them then? I can't think of a command to remove existing troops except by replacing them...
Come to think of it if I replaced them all with dom 3K flavoured mercs it wouldn't be that bad.. except all my indies are about 3x as strong as what mercs usually have but whatever. Does anyone (/me looks hopeful at Edi) have a list of the commanders unitnumbers and the troops unitnumbers.
(could be you just said this was impossible but I'm not totally getting what can be done and what not from your remark)
Gandalf Parker
February 8th, 2009, 12:52 PM
Some mercs units overlap poptypes or national units so changing them would be a problem. But there are some mercs whose description says mercs (in both commander and units) so Im guessing that they would not appear anywhere else. They could be safely modified and still be mercs?
rdonj
February 8th, 2009, 03:05 PM
For the purposes of dom3k that wouldn't really matter, since it doesn't use vanilla units anyway.
chrispedersen
February 10th, 2009, 12:07 PM
Extended Random Events.
The current random events are limited to 4. Rather than change the code, I'd like to extend it, and I'd like to make it user moddable.
The idea I envision is that these extended luck events are an additional luck event that would only occur after they become turn eligible, and only if provinces have been denied luck events due to the 4 cap.
(Actually, I'd prefer to change the whole mechanism, but this might be easier or a good first step).
I'd like random events to draw from a list (preferably text) like mercenaries do.
Something like the following format:
ScaleMask: ABCDEF Where each ABC... are numbers corresponding to scales.
Terrain Mask: Bit Map corresponding to required terrains.
CommanderSummon1: Commander Summoned.
CommanderSummon2: Ditto.
UnitSummon1: Unit number summoned.
UnitNumbers: How many to summon.
UnitSummon2:
UnitSummon3:
SpellCast: Spell number
SpellParam1:
SpellParam2:
ChangeScale: Mask to change scales. So for example 100000
would increase Turmoil 1.
CapitolEligible: Can this event occur on the capitol province.
TurnStart: What turn the event can occur on.
TurnEnd: What turn the event can no longer occur on.
EventMsg: Text to be displayed on players screen
TempleLabFort: 3 bit mask. 1 turns on, 0 turns off.
AddSite: Site Number.
lch
February 12th, 2009, 06:49 PM
Just thought of this. Would be a cool way to introduce nation in a deeper level to the game.
Mercenary Modding
#addgroup - adds new group of mercenaries
#name "name" - declares the name of the group
#leader [mon nmbr] - declares who commands the mercenaries
#troops [amount] [mon nmbr] - first number declares how many troops and the other what the monsters are
#startcost [amount] - How much money will they ask when they are available.
#end - always at the end of #addgroup
EricM used a similar modding-inspired way to present his data on mercs, here:
http://forum.shrapnelgames.com/showpost.php?p=629974&postcount=36
No, you can't use those modding commands. ;)
And most stuff in Dom3 is hardcoded instead of being read from some table, so it's hard to make it accessible to modding. There still isn't much that you can do with spell modding, for example, because it's mostly hardcoded.
chrispedersen
February 13th, 2009, 02:21 PM
#airbreath
Give a unit the ability to let water breathers breath on land.
Alternately it you could use a negative number with waterbreath
Also, it would be nice if all tags could be used on magic items and sites. Enter to gain water breathing, for example
But J/K and KO - I really think you have seen the enthusiasm of modders. If you opened up the primitives so others could extend with code.. .I think popularity would continue to cincrease as others cotiued to extend the game. So that would be my number 1 choice = )
lch
February 13th, 2009, 02:44 PM
Also, it would be nice if all tags could be used on magic items and sites. Enter to gain water breathing, for example
I don't think there will be tags for all the effects there are, ever.
But I'd like to have a variable tag for effects on items and units. I know about pretty much all the effect IDs and what they do, and I'll document them so that modders can use them. That would instantly open up some really interesting opportunities for modding.
chrispedersen
February 16th, 2009, 05:31 AM
Also, it would be nice if all tags could be used on magic items and sites. Enter to gain water breathing, for example
I don't think there will be tags for all the effects there are, ever.
But I'd like to have a variable tag for effects on items and units. I know about pretty much all the effect IDs and what they do, and I'll document them so that modders can use them. That would instantly open up some really interesting opportunities for modding.
I'm having problems with effect 137.. I can't seem to make it entangle with aoe.
lch
February 19th, 2009, 04:30 AM
I'm having problems with effect 137.. I can't seem to make it entangle with aoe.
I'm not sure if we're talking with the same terminology here, but for me entangle like given by the Vine Shield is effect number 128, while 137 is used by items for assassination attempt. I didn't look into what the spells use yet.
Jazzepi
March 11th, 2009, 09:06 PM
I'd really like to see a general tag #domEffect <% chance that it happens per candle> <effect number from spell list> that would allow you to add, or take away, effects created by the dominion. So that you could create a dominion that not only diseases enemies, but maybe you could make a dominion that heals enemies, and allies. Or maybe one that slowly makes your commanders/troops more experienced, or that occasionally turns people into werewolves.
It would have the #clear functions of other tags which would allow you to take LA Ermor, clear the nation of the pop-kill, and then add in your own.
You'd also be able to #domPopGrowth <% amount> <per this many candles, rounded up>, #domGoldIncome, #domResourcesIncome, #domGemIncome which would allow you to increase or decrease things under the dominion of the controller by a given percentage point. You just use negative for decrease and positive for increase. You could also specify the number of candles needed for a stronger effect. Maybe you have to reach Dom 10 to get %5 more gems from your sites.
This would allow you to easily replicate C'Tis miasma with #domEffect and then some disease effect from the spell list + #domGoldIncome 1 1 which would give you 1% increase in income per 1 candle.
Just a thought!
Jazzepi
Jazzepi
March 15th, 2009, 11:48 AM
I have a simple one this time D:
I'd really like to be able to add an effect that goes off "on death" centered at the unit that dies.
#ondeath (effect #) (size) (percent chance)
Jazzepi
chrispedersen
March 16th, 2009, 12:27 PM
well, there probably is one. Pearls of vengeance blow up when you die.
lch
March 17th, 2009, 03:58 AM
Again, I don't really know if you can use generic spell/item effect values... Do you? In that case, 135 is the one from amulet of vengeance and 204 is the death wail of R'lyeh's more powerful units.
pyg
March 17th, 2009, 01:33 PM
I'd like to have more headroom in adding mod objects. In particular the limited number of newspells (144 - 3.23 additions) allowed doesn't let me play all the mod nations I want + Mytheolgy/Antilarium + CPCS + Holy Wars, etc. In fact Mytheology/Antilarium + CPCS leaves >20 newspells for other mods. The number of images (<1000) in a mod is tight unless splitting them up works. The limit of newmonsters is also a limit to the number of mod nations that can be played together. New weapons are very popular with modders, but there is still room even with a lot of mods. More custom nametype tables would be nice.
So how many pearls does all this cost?
Burnsaber
March 17th, 2009, 03:50 PM
I'd like to have more headroom in adding mod objects. In particular the limited number of newspells (144 - 3.23 additions) allowed doesn't let me play all the mod nations I want + Mytheolgy/Antilarium + CPCS + Holy Wars, etc. In fact Mytheology/Antilarium + CPCS leaves >20 newspells for other mods. The number of images (<1000) in a mod is tight unless splitting them up works. The limit of newmonsters is also a limit to the number of mod nations that can be played together. New weapons are very popular with modders, but there is still room even with a lot of mods. More custom nametype tables would be nice.
So how many pearls does all this cost?
I concur with Pyg with full strenght of my heart. I was simply devastated when I learned that newspells had a limit of 144 spells. I knew that supply wasn't endless, but only 144.. Damn. Just when I was really starting to get the hang of the cool stuff you can do with chained #nextspells.
I have a spell in CPCS "Curse of the Four Horsemen" that I just now realized takes 5 spells slots. I immediately started to think "Can I afford it?" do I need to change it? But it's working thematically and nicely now. I don't want to castrate my baby! :(
I can work with the other limitations, but this kinda brought me down. I'll probably have to tone down the amount (and quality.. nextspells are my foe now!) of spells I was intending to add to Holy War.
Jazzepi
March 17th, 2009, 04:07 PM
I have a spell in CPCS "Curse of the Four Horsemen" that I just now realized takes 5 spells slots. I immediately started to think "Can I afford it?" do I need to change it? But it's working thematically and nicely now. I don't want to castrate my baby!
I say the same thing to myself every night before I go to sleep.
Jazzepi
Sombre
March 18th, 2009, 05:51 AM
If you're having trouble with running low on spell slots make a mod for each era specifically and overwrite some of the national spells in that era if possible. Then again I guess you wouldn't get that many extra slots from that.
llamabeast
March 18th, 2009, 06:10 AM
Surely you should overwrite national spells from other eras?
lch
March 18th, 2009, 06:40 AM
As Sombre said, it isn't too much. Here's the list of national spells by nation:
0 - [160, 811]
1 - []
2 - [157, 158]
3 - [799, 800, 811]
4 - [193, 194, 803]
5 - [187, 188, 189, 190, 191, 192, 193, 194, 775, 808, 810]
6 - []
7 - [175, 176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 806]
8 - [767, 769, 773]
9 - [165, 761]
10 - [161, 162, 163, 164, 768]
11 - [145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156, 811]
12 - [222, 224, 225]
13 - [141, 142, 143, 797]
14 - [794, 795, 801, 802]
15 - []
16 - [172]
17 - [173, 174]
18 - [195, 197, 198, 199, 201, 203, 205, 206, 774, 793, 809]
19 - [208, 210, 212, 213, 214, 216, 217, 771, 772, 850, 857]
20 - [845, 846, 847, 848, 849]
21 - [781]
22 - []
23 - []
24 - []
25 - []
26 - []
27 - [160, 811]
28 - [102, 103, 104, 105, 106, 107, 108, 109, 110, 111, 112, 113]
29 - [166, 167, 168, 169]
30 - [141, 142, 143, 794, 795, 796]
31 - [157, 770, 832, 833, 834]
32 - [166, 167, 168, 169, 274]
33 - [175, 176, 177, 178, 179, 180, 181, 182, 184, 185, 186, 806]
34 - [187, 189, 190, 192, 775, 807, 808, 810]
35 - []
36 - [222, 226, 227, 228, 229, 234]
37 - [767, 769, 773]
38 - [165, 761]
39 - [161, 162, 163, 164, 768]
40 - [145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156, 811]
41 - [172]
42 - [173, 174]
43 - [195, 196, 197, 198, 199, 200, 201, 202, 203, 204, 205, 206, 774, 782, 783, 784, 785, 786, 787, 788, 789, 790, 791, 792, 793, 809]
44 - [207, 209, 210, 211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 857]
45 - [837, 838, 839, 840, 841, 842, 843, 844, 846, 847, 848, 849]
46 - [781]
47 - []
48 - []
49 - [160, 811]
50 - [102, 103, 104, 105, 106, 107, 108, 110, 111, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131]
51 - [794, 795, 796, 798]
52 - [157, 158, 159, 770, 832, 833]
53 - [166, 167, 168, 169, 170, 171, 274]
54 - [175, 176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 806]
55 - [187, 189, 190, 192, 193, 194, 775, 808]
56 - [207, 208, 209, 210, 211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 851, 852, 853, 854, 855, 856, 857, 858, 859, 860, 861, 862, 863]
57 - [222, 230, 231, 232, 233, 234, 235, 236, 237, 238]
58 - [767, 773, 830, 831]
59 - [165, 761]
60 - [132, 133, 134, 135, 136, 137, 138, 139, 140, 162, 163, 164, 768]
61 - [145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156]
62 - [172]
63 - [173, 174]
64 - [195, 197, 198, 199, 201, 203, 205, 206, 782, 783, 784, 785, 786, 787, 788, 789, 790, 791, 792, 793, 809]
65 - [836, 839, 840, 841, 842, 843, 844, 846, 847, 848, 849]
66 - [765, 781]
67 - [239, 240]
68 - [782, 783, 784, 785, 786, 787, 788, 789, 790, 791, 792]
69 - [141, 142, 143, 797]
70 - [803, 804, 805]
71 - [813, 814, 815, 816, 817, 818, 819, 820, 821, 822, 823, 824, 825, 826, 827]
Fishing out spells that are unique to an era and not used across multiple ones, this leaves the following to overwrite:
EA: [102, 103, 104, 105, 106, 107, 108, 109, 110, 111, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 159, 166, 167, 168, 169, 170, 171, 196, 200, 202, 204, 207, 209, 211, 215, 218, 219, 220, 221, 226, 227, 228, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 765, 770, 274, 796, 798, 804, 805, 807, 813, 814, 815, 816, 817, 818, 819, 820, 821, 822, 823, 824, 825, 826, 827, 830, 831, 832, 833, 834, 836, 837, 838, 839, 840, 841, 842, 843, 844, 851, 852, 853, 854, 855, 856, 858, 859, 860, 861, 862, 863]
MA: [114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 158, 159, 170, 171, 183, 188, 191, 193, 194, 208, 224, 225, 230, 231, 232, 233, 235, 236, 237, 238, 239, 240, 765, 771, 772, 798, 799, 800, 801, 802, 803, 804, 805, 813, 814, 815, 816, 817, 818, 819, 820, 821, 822, 823, 824, 825, 826, 827, 830, 831, 836, 845, 850, 851, 852, 853, 854, 855, 856, 858, 859, 860, 861, 862, 863]
LA: [769, 771, 772, 774, 141, 142, 143, 797, 799, 800, 161, 802, 807, 810, 188, 191, 834, 196, 837, 838, 801, 200, 202, 204, 845, 850, 224, 225, 226, 227, 228, 229, 109]
pyg
March 18th, 2009, 07:56 AM
I'm a big fat [US]American and I want more :) Seriously, my wish is still for more number room for mods all over. Most of what I have been playing with puts all the original nations in the game plus as many mod nations as will fit (more more more).
Thanks for codediving lch. Nice formating too, I just pasted it right into DMG. I can implement this as a workaround but I am unenthusiastic.
Edi
March 18th, 2009, 08:10 AM
Nation number increases are unlikely, as doing that will start breaking things that cannot be easily fixed. No idea about the spell and item limits and whether those can be increased.
Sombre
March 18th, 2009, 09:26 AM
Surely you should overwrite national spells from other eras?
Yeah that's what I meant.
lch
March 20th, 2009, 10:10 PM
As Sombre said, it isn't too much. Here's the list of national spells by nation:
My apologies, the list posted is slightly off: Spell number 811 (Monster Boar) is a national spell for nation 61 (LA Pangaea), too. The lists with overwritable spell numbers that I posted don't change, since it's already been removed because of being a national spell of LA Arco, too.
chrispedersen
March 21st, 2009, 07:50 AM
A button on the screen Goto would be *very* useful.
After you press it, you enter the province #. And then it centers the map on that province.
Goto 24
Goto 45
Goto 96
If you really wanted to make it neat, you could also use names
Goto isle of Lch
Goto Balbarian Swamps
And if you wanted to make it super amazing, it would also work if you entered a commander name (cycling through all commanders / provinces with the same name.
Goto Halmyra.
Very useful on large maps where you have no idea where the province is
llamabeast
March 21st, 2009, 07:56 AM
Hmm, I think this already exists, but I can't remember what the key is...
Okay yep got it. Try pressing the # key.
Sombre
March 21st, 2009, 08:16 AM
That's not a modding thing anyway, that's just a UI wish.
Psientist
March 22nd, 2009, 10:13 AM
SOrry if this is the wrong thread...
- A bug report: if you "#copyspr" the Jade Mask (which is restricted to one nation), any item you copy it to also becomes restricted (even if it has no such restrictions in the mod)
And few requests, or votes for existing mod requests in future patches -
- the ability to create sprites for #newitems
- #onebattlespell for #newitems or #newweapons
- #ritualspell for #newitems
pyg
March 22nd, 2009, 12:11 PM
So I've tried to implement overwriting national spells without success perhaps due to not knowing enough about modding. Anyway I tried #selectspell 109 followed by #clear followed by the content of the new spell to #end. I get a name2spell crash every time. Any tips?
Also it doesn't seem possible to force a spell number on creating newspells. #newspell, unlike every other new mod object command, does not take a numerical unit id argument. Just #selectspell 999 followed by the spell to #end doesn't show up in research. This is OK as I can just count off 136 #newspells before overwriting national ones if I can ever get that to work. Why? Am I missing something?
Currently one cannot play Mytheology/Antilarium + CPCS + Holy War even after removing the Antilarium GoR spells which seems like a reasonable desire... well, I really want to anyway.
Apologies for hijacking the thread somewhat.
lch
March 22nd, 2009, 12:59 PM
So I've tried to implement overwriting national spells without success perhaps due to not knowing enough about modding. Anyway I tried #selectspell 109 followed by #clear followed by the content of the new spell to #end. I get a name2spell crash every time. Any tips?
You have to select them by name, not number. Which is a problem, because there may be more than one spell by the same name. Spells are being references by name, not number, everywhere, in the unit and item data as well. On the other hand, in your specific case, they should probably have the same restrictions, so if you chose to overwrite one of them, you'll probably want to overwrite all of them, and you should be able to do that if you change their names while doing so.
Also it doesn't seem possible to force a spell number on creating newspells.
Correct.
lch
March 22nd, 2009, 01:03 PM
- A bug report: if you "#copyspr" the Jade Mask (which is restricted to one nation), any item you copy it to also becomes restricted (even if it has no such restrictions in the mod)
I was wondering where the restriction kicks in, because there's nothing in the item data. Thanks for reporting that it's done by sprite ID. How funky! :) Some other things are tied in a strange way. For example, the Forbidden Light effect that raises Astral and Fire magic by 2 also draws in Horror assassinations.
Zeldor
March 25th, 2009, 02:02 PM
I still want to get moddable summoning magic sites. All of them in vanilla are very weak. And getting some tough summoning sites would be great for mapmaker.
Psientist
March 26th, 2009, 04:09 PM
Currently one cannot play Mytheology/Antilarium + CPCS + Holy War even after removing the Antilarium GoR spells which seems like a reasonable desire... well, I really want to anyway.
I"ve posted an updated antilarium w/out the GoR spells... if they still conflict with Holy War or CPCS, it's probably unit/item number conflicts...
Burnsaber
March 26th, 2009, 11:58 PM
Currently one cannot play Mytheology/Antilarium + CPCS + Holy War even after removing the Antilarium GoR spells which seems like a reasonable desire... well, I really want to anyway.
I"ve posted an updated antilarium w/out the GoR spells... if they still conflict with Holy War or CPCS, it's probably unit/item number conflicts...
Likely not, since neither CPCS nor Holy War: Divine uses any "numbers". They just add spells. But CPCS probably uses something like 70 spells slots, which is quite.. genereous portion of the available 136 slots.
I don't how many spells does Antilarium/ Mytheology add, but all of these mods (CPCS + HW: D + Antilarium + Mytheology) mentioned herein will probably go over the limit.
pyg
April 1st, 2009, 11:15 AM
So I've tried to implement overwriting national spells without success perhaps due to not knowing enough about modding. Anyway I tried #selectspell 109 followed by #clear followed by the content of the new spell to #end. I get a name2spell crash every time. Any tips?
You have to select them by name, not number. Which is a problem, because there may be more than one spell by the same name. Spells are being references by name, not number, everywhere, in the unit and item data as well. On the other hand, in your specific case, they should probably have the same restrictions, so if you chose to overwrite one of them, you'll probably want to overwrite all of them, and you should be able to do that if you change their names while doing so.
So that nice list of national spell numbers doesn't really help me as I need a nice list of national spell names right?
Endoperez
April 1st, 2009, 12:31 PM
Which spell gave you that message? If the game crashes because something tries to use the spell that doesn't exist any more, you might get by by changing whatever it is that causes the message. Unless you used Holy Pyre it can't be an item IIRC, ritual summon spells can't be #onebattlespells and probably won't be referenced by units, and if it's the nation itself that's calling the spell, it might go away by #selectnation, #clear.
I hope it's that easy. You have interesting projects, and it'd be a pity if you couldn't complete them.
Stavis_L
October 12th, 2009, 04:40 PM
Hope this thread's still monitored...
Anyway, Ich reported in this thread http://forum.shrapnelgames.com/showthread.php?t=44045
...that the "parser" can handle 2500 char descriptions for nations and units. However, the actual in-game limit for mod #descr values appears to be 999 chars (some in-game nations, e.g. LA Caelum exceed this, presumably because they are not read in like mods.) It would be nice to allow the full available length for descriptive text.
Burnsaber
October 13th, 2009, 12:33 AM
I think that the two most critical (for me) aspects that are missing are:
1) Fort modding. Like:
#newfort "number"
#name, #pic, #admin, #gcost, #def, #supply, #buildtime, #battleground (this would state which vanilla fort battleground will the modded fort use), #uw
#end
It'd be nice if I could make Dwarves have especially good castles or Bretonnia to get regular castles cheaper (just for example!)
2) UW/coast/land recruitrosters, like this:
#uwrecruit
#addrecunit,#addreccom
#end
#landrecruit
#addrecunit,#addreccom
#end
#coastalrecruit
#addrecunit,#addreccom
#end
-The things I could do with those commands! I could expand UWGIM with all sorts of nice stuff. How about some black plated shambler infantry for Ulm in UW forts? Besides, the current ways to edit these rosters are pretty non-excistent. I managed to somewhat edit them for UWGIM, but it was work-intesive and I was heavily limited in what I could do. The "hackish" ways I had to usee also made the mod quite MP-unfriendly and complicated.
Stavis_L
October 13th, 2009, 08:46 AM
BTW, the shortlist is in need of update. The following wished-for features have been granted over the various patches by the kindly devs:
MONSTER MODDING
* #landshape [monster nbr]
* #watershape [monster nbr]
* #forestshape [monster nbr]
* #plainshape [monster nbr]
* #heat [value]
* #cold [value]
* #stormimmune
* #unique
* #beckon [value]
* #affliction [bitmask] [chance] --> implemented as #startaff [percent]
* #stonebeing
* #bloodvengeance [strength]
* #leper
WEAPON MODDING
* #range (suggestion for negatives to indicate strength based is implemented)
* #mrnegates
* #mrnegateseasily
* #dt_small
* #dt_large
* #dt_construct --> not implemented, but can be simulated with #secondaryeffect and #dt_constructonly
* #dt_magic
* #dt_demononly
* #dt_constructonly
* #mind
* #dt_raise
NATION MODDING
* #undeadnation --> implemented as #autoundead, #zombiereanim, #horsereanim, #manikinreanim, #tombwyrmreanim, and #wightreanim
* #addpretender [monster nbr] --> implemented as #restrictedgod [nation nbr] in monster modding
* #killingdominion [multiplier] --> implemented as #domkill [value]
* #templecost [value]
* #labcost
MAGIC SITE MODDING
* #mon [monster nbr]
* #com [monster nbr]
* #increase_[scale] [+/-1] --> implemented as #incscale [scale] / #decscale [scale]
Sombre
October 13th, 2009, 10:58 AM
* #affliction [bitmask] [chance] --> implemented as #startaff [percent]
* #mrnegates
* #mrnegateseasily
* #dt_construct --> not implemented, but can be simulated with #secondaryeffect and #dt_constructonly
* #dt_magic
* #dt_demononly
* #mind
NATION MODDING
* #addpretender [monster nbr] --> implemented as #restrictedgod [nation nbr] in monster modding
The above, at least, should still be on the shortlist as they are not truly implemented afaik. I don't have the mod manual in front of me right now though.
Stavis_L
October 13th, 2009, 01:41 PM
* #affliction [bitmask] [chance] --> implemented as #startaff [percent]
* #mrnegates
* #mrnegateseasily
* #dt_construct --> not implemented, but can be simulated with #secondaryeffect and #dt_constructonly
* #dt_magic
* #dt_demononly
* #mind
NATION MODDING
* #addpretender [monster nbr] --> implemented as #restrictedgod [nation nbr] in monster modding
The above, at least, should still be on the shortlist as they are not truly implemented afaik. I don't have the mod manual in front of me right now though.
Hrm...I was going by the documentation in the modding manual that comes with the 3.23b patch, on the presumption that anything documented there would no longer be a wish-list item, but rather a bug-fix request if it's not working. I have not personally tried all of the above commands. Where the (documented) implementation deviates from the request, I've indicated (but perhaps you're right, and those should be left as reminders; I'm thinking that they're a lot less likely to get attention if they've already been visited once and not fully implemented, though.)
HoneyBadger
October 13th, 2009, 04:05 PM
I'd like to see #wasteshape for wastelands, #desertshape for deserts, #swampshape for swamps, #caveshape for caves, and #mountainshape for mountains. A #cityshape might be interesting, too, for when a unit is inside a Fortress.
Possibly also a #seigeshape/#wallshape, that would only occur in battle, when the unit is either storming, or defending, a seiged castle, respectively.
I'd also like to see a Stronger in Caves ability. Speaking of caves, it would be nice if there were such things as magma caves and ice caves, as occur in nature, and if they had some kind of special identity/ability as such.
Also, a Stronger Enspelled/Weaker Enspelled ability, that would cause a unit to become stronger or weaker while under the influence of an enhancement spell, such as Air Shield etc.
I'd like the ability to make forgings unique--so that we can make new artifacts, in other words. Not sure if it's been added to this list yet.
Something else that I'm not sure has been listed is adding the ability to swallow victims. I think the monster fish does that... Other units may also.
I also would very much like the ability to mod/add to the gems.
How about a special touch/bite attack that turns defeated enemies into mannikins, zombies, vine-creatures, various forms of undead, etc?
Or one that has a slight chance to cause a non-commander enemy unit to transform into an assassin-type unit, later on. Like a bite attack that did the same as a lycanthrope amulet, except it has a chance of turning your unit into a rabid enemy werewolf, who then would attack his commander.
I'd also like something that would be the opposite of Awe, an ability (or weakness, whatever you want to call it), that promotes enemies to continue attacking that creature, to the exclusion of other enemies. You could call it "Revile" or something. It would make for an interesting battlefield mechanic.
Finally, I'd like to see an ability that actually makes a unit stronger, after having been struck by a certain type of magical "damage". Such as a fire elemental getting more HP after being hit by an enemy fireball, or a storm demon getting more HP after being struck by lightning. Something like Lifedrain, but defensive/passive, rather than offensive, and magical damage-based.
And more unit numbers, please!
Swan
November 25th, 2009, 10:10 AM
What i would like is:
1)instead of " the use of ' ; is quicker if you have to write a lot of things
2)instead of #, / for the same reason
Gandalf Parker
November 25th, 2009, 10:41 AM
What i would like is:
1)instead of " the use of ' ; is quicker if you have to write a lot of things
2)instead of #, / for the same reason
You could probably set up one of the programming editors or an external program to allow you to type it in that way then convert it when exported for testing.
Swan
November 25th, 2009, 11:14 AM
yes, just write that way than use find and subsistute '-->" but if it was default it would be easier
Swan
November 29th, 2009, 05:51 PM
I have another request:
#enable
With this comand, you can decide if something is enabled or not e.g.
#selectmonster 1111
#enable 0
#end
now monster 1111 is not enabled, and it can't be recruited/summoned.
why i would like this comand?
1) you just downloaded a mod, but for some reason you don't want that particular unit.
now you have to delete the code, with this comand you just have to write #enable 0.
2)vanilla's unit, spell and items could be disactivated, maybe to prevent AI to recruit militia-
enable has two values: 1 and 0; 1 means enabled, 0 means not enbled; default value is 1
Gandalf Parker
November 29th, 2009, 06:10 PM
I usually change # to another character to disable something without removing the code.
Swan
November 29th, 2009, 06:13 PM
That's a way, but can you disable something already in the game? and don't you get errors?
Also it would be nice to be able to disable nations(so random would be like semirandom) and schools(games without conjuration)
Disabled spells would not appear on laboratory, so some spells could be disabled to "raise" spell cap.
Imho it is agood idea
Gandalf Parker
November 29th, 2009, 07:11 PM
Yes you can make changes in mid game.
And as for disabling nations I would prefer they fix the commands they already have for that.
Not that I think any major changes are going to occur in Dom3 now, but I would be more interested in your idea if you added a timer factor to it. How about...
#enable 0 (off)
#enable -10 (enable up to turn 10)
#enable 20- (enable at turn 20 and thereafter)
#enable 5-10 (enable at turn 5 thru turn 10)
and a default of ON so that an enable command is not necessary for each thing done in a mod file.
That would be a nice addition to the (broken) Scenario features
Swan
November 30th, 2009, 01:02 PM
Ehi, that sounds good
Professor_Dyar
June 9th, 2010, 11:19 PM
Allright, I have a couple of requests:
1. I see no "Spell Modding" section in the short list of requests. I can think of a number of things I would like to see, in particular spells with variable effects (e.g. sometimes summons one monster, sometimes a different monster), or ritual spells which do multiple things at once (e.g. something like Call of the Winds that summons both a commander and units).
2. The spell modding section of the modding manual has a table of spell effects (tables 17 and 18). Supposedly, there are more spell effects, and some fan-documentation has more complete lists. Could there be a way to find some of these/get a more complete list?
Stavis_L
June 10th, 2010, 08:40 AM
2. The spell modding section of the modding manual has a table of spell effects (tables 17 and 18). Supposedly, there are more spell effects, and some fan-documentation has more complete lists. Could there be a way to find some of these/get a more complete list?
Try this reference by DrPraetorius:
http://forum.shrapnelgames.com/showthread.php?t=33588
Make sure to read the whole thread, as there are lots of explanatory and additional info tidbits further along.
P.S. - if some kind mod could add this to the modding tools sticky, this question gets asked not infrequently.
DrPraetorious
June 11th, 2010, 09:45 AM
I need to do a new version (for spell modding), but I have a real job and it's more fun to play :(.
Requests:
- Reserve some list of negative numbers to give nation-specific uniques.
This would need the command:
(context - nation modding)
#setunique <list #> <unit #>
Then, whatever nation you are modding, would have that unit # available for a custom summon uniques spell (i.e. Tlalocs, the Bounteous Immortals, etc. etc.)
FlyingScreenMonster
October 24th, 2010, 06:15 PM
Is there any way to mod, or are there any mods out there that can modify the number of pretender design points you get for awake, dormant and imprisoned pretenders?
I kinda want to mess around in SP with a triple bless with good scales SC pretender. Is that possible at all?
WoodMan
October 24th, 2010, 06:19 PM
I think you can reduce the cost of new spell paths and initial cost of pretender physical shape, would this help?
LDiCesare
November 1st, 2010, 01:58 PM
I kinda want to mess around in SP with a triple bless with good scales SC pretender. Is that possible at all?
Just make your own chassis for your god and start him with 4 in several paths.
Example:
--Mantis
#newmonster 3061
#spr1 "./NES/mantis.tga"
#spr2 "./NES/mantis2.tga"
#name "Mantis"
#descr "The Holy Mantis"
#hp 18
#size 2
#mr 18
#prot 12
#mor 30
#enc 3
#str 15
#att 12
#def 12
#prec 10
#mapmove 3
#ap 10
#gcost 20
#rcost 1
#startdom 1 -- May want to put more so you don't waste points on dominion too.
#pathcost 50 -- or less...
#female
#immortal
#forestsurvival
#weapon 29
#weapon 29
#weapon 29
#weapon 29
#startage 10
#maxage 200
#ambidextrous 4
#magicskill 0 4 -- This
#magicskill 6 4 -- and that: Provide starting paths of 4 in Nature and Fire if I remember well
#itemslots 7326
#end
You could also modify an existing chassis.
FlyingScreenMonster
November 13th, 2010, 01:58 PM
I guess if that's the only way. Thanks for the help.
I kinda just wanted to just play around with the lesser used (never used) chassis for fun with different amounts of points. But I guess I could just modify their stats instead.
Stavis_L
November 15th, 2010, 09:09 AM
I guess if that's the only way. Thanks for the help.
I kinda just wanted to just play around with the lesser used (never used) chassis for fun with different amounts of points. But I guess I could just modify their stats instead.
If it's for single player, you could also modify the pretender using map commands. You'd need to disable cheat protection, but since you're the only player, not a big deal. The biggest downside is that you'd need to pick your starting province, vs. having it randomly assigned.
Squirrelloid
April 27th, 2011, 05:31 AM
I think this is the right place for this.
Monster command requests.
#sacredawe <nbr>: halt heretic, with number given as per awe command.
#remove <"ability">: There are a lot of special abilities in the game that the only way to make use of them in modding is to copystats some monster. Unfortunately, a lot of these monsters come with baggage abilities. Some of these abilities cannot be cleared, specifically the binary ones, without also clearing the ability that was desired in the first place. Rather than request a way to implement every single ability in the game, a way to spot-remove an arbitrary ability would be very helpful. Most of these abilities are things we can currently give to monsters (for example: flying), but have no way to take away. (There are certain abilities we can take away - currently anything which takes an argument can be set to 0 to basically not function. But anything like #ethereal, #flying, #coldblooded, etc... cannot be removed without #clearstats. The specific case i'm currently annoyed by is trying to use Iron Angel's Halt Heretic 8, but i want a unit that doesn't fly.)
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