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Old June 10th, 2008, 06:05 PM
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Default Modding Wishes Shortlist

There has been much talk of a modding wishes shortlist thread, suggested by Kristoffer Osterman himself. Perhaps unwisely, I made some noises about compiling such a list. And since a man is only as good as his word, here we go again...


Discussion thread
Even older wishlist discussion thread
Another discussion thread

This list is going to function very much like the bug shortlist in the main forum, only this list is primarily a wishlist for what we would like to see available in the mod department in future patches. It may give some ideas to Illwinter that might even see the light of day. We will be following the same format as the bug shortlist, namely that this thread will stay locked and the wishlists updated when there is sufficient consensus on what should go in. I'm taking some liberties with the preliminary list and just putting stuff there, but their priorities are fair game for praise or damnation.

I have started with some ideas based on my work on the Dom3 DB and the earlier discussions in the linked threads and elsewhere. Please use those threads for ongoing discussion. I will not mind the other mods taking a hand in managing this list, just as long as we keep it coherent. This is, much like the bug shortlist in its early stages, a work in progress and subject to modification at the drop of a hat until it sort of settles into shape.

Last edited by Edi; August 26th, 2008 at 03:26 AM..
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Old June 10th, 2008, 06:08 PM
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Default

MONSTER MODDING
  • #armor [nbr] has long been in the bug shortlist, though it more correctly belongs here. Currently armor can only be assigned using #armor "armorname", which makes it very impractical and prone to error due to typos. It is also impossible to assign different armor of the same name to units. This would make mod management easier.
  • #clearweapons This command does not exist currently. Clears all weapons from unit
  • #cleararmor This command does not exist currently. Clears all armor from unit
  • #custommagic Modification to existing command. Currently works as #custommagic [bitmask] [chance], but holy magic cannot be assigned as random. Currently it is impossible to create linked randoms such as the King of the Deep has. Suggested change so that command format would be #custommagic [bitmask] [chance] [nbr] where nbr is how many picks of the same magic are given. For example, #custommagic 100 768 2 would have 100% chance of getting either A2 or F2.
  • #landshape [monster nbr] The monster changes to this shape when moving from a sea province to a land province, like mermen.
  • #watershape [monster nbr] The monster changes to this shape when moving from a land province to a sea province, like mermen.
  • #forestshape [monster nbr] The monster changes to this form when it enters a forest province
  • #plainshape [monster nbr] The monster changes to this shape when it leaves forest provinces
  • #heat currently gives a heat aura with a strength of 3. A command that worked like #heat [value] would make this command far more versatile
  • #cold currently gives a chill aura with a strength of 3. A command that worked like #cold [value] would make this command far more versatile
  • #stormimmune Allows the monster to fly in a storm like a storm demon or air elemental.
  • #unique The monster is unique like the demon lords, elemental royalty and Bogus & Co.
  • #cursed [percent] This command does not exist currently. Unit has indicated chance of starting cursed.
  • #horrormarked [value] This command does not exist currently. Unit starts with a horrormark of indicated strength
  • #insane [percent] This command does not exist currently. Unit starts with indicated level of insanity
  • #shatteredsoul [percent] This command does not exist currently. Unit starts with indicated level of Shattered Soul ala Tartarians
  • #inquisitor This command does not exist currently. Units has the inquisitor attribute. Unit must be holy and have priest levels
  • #beckon The monster can lure enemy commanders like the siren
  • #prophet [monster nbr] | "monster name" This command does not exist currently. Monster changes to specified type of monster when prophetized, like some existing units (e.g. Abysian warlord >> warmaster) Prophet changes thread
  • #heretic [value] This command does not exist currently. Unit is a heretic and acts like an enemy priest of indicated level preaching in the province the unit resides in.
  • #voidsummon [value] This command does not exist currently. Grants unit Void Summoning skill like R'lyeh commanders gain from using the Void Gate.
  • #communicant This command does not exist currently. Unit is an automatic communion slave like the Theurg Communicant. Can be replicated with existing #onebattlespell mod command, so perhaps a useless suggestion.
  • #battlesummon [monster nbr] [nbr] This command does not exist currently. Unit would autosummon indicated number of indicated creatures at the beginning of battle, such as Moloch summoning Imps or Lord of Serpents summoning Horned Serpents.
  • #affliction [bitmask] [chance] Chance of getting an affliction from the start, as per flagellants, Forge Lord etc, with bitmask acting like the #custommagic bit masks. Can be used multiple times for multiple different afflictions or combinations of afflictions just like #custommagic Implemented as #startaff
  • #onblessspell "[spell name]" | [spell nbr] This command does not exist currently. Unit must be sacred. When unit is blessed, the specified spell will take effect on the unit, much like Mictlan's Eagle Warriors gain flying when blessed.
  • #devourpop [value] This command does not exist currently. Unit devour population every turn, like the Rephaite giants of Hinnom Implemented as #popkill
  • #stonebeing The monster is a stonebeing and immune to petrification like the gargoyle.
  • #bloodvengeance [bonus] The monster has the bloodvengeance ability like the Vastness. The bonus may be negative or positive to increase or decrease resistance difficulty.
  • #leper The monster spreads disease and kills population like the Harvester of Sorrows.
  • #plaguecarrier This command does not exist currently. Unit spreads disease to other units in the same province like Eater of the Dead or the Apparition
  • #drainimmune This command does not exist currently. Unit is immune to the effects of the Drain scale when casting spells in combat or researching.
  • #drainpower [bonus] New mechanic. This command does not exist currently. The monster will get stat increases or decreases depending on the Drain scale.
  • #magicpower [bonus] New mechanic. This command does not exist currently. The monster will get stat increases or decreases depending on the Magic scale.
  • #banefireshield [damage] Monster is surrounded by a banefireshield of specified strength.
  • #landlubber This command does not exist currently. The monster cannot enter sea provinces by any normal means (e.g. Air Queens) and cannot move from one sea province to another if it enters the sea by magic. If unit has #amphibian or #pooramphibian, these tags are removed.
  • #homesick This command does not exist currently. The monster loses 1 hitpoint per turn when away from its home province, like Naiads.

Last edited by Edi; June 5th, 2011 at 06:06 AM..
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Old June 13th, 2008, 02:59 AM
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Default Weapon & Nation Modding

WEAPON MODDING
  • Possibility to set weapon range to Strength, strength/2 or strength/3 like javelins, throwing axes and boulders perhaps using #range -1...-3?
  • #clear for clearing weapon
  • #copyweapon [weapon nbr] This command does not exist currently. Copies weapon to currently selected/created weapon, which would allow copying special weapons and then modifying them without boosting creatures that possess the source weapons
  • #mrnegates Makes the effects of the weapon resistable via MR.
  • #mrnegateseasily Makes the effects of the weapon resistable via MR, with a bonus to the monster's MR for resistance purposes.
  • #dt_small Weapon does triple damage against beings smaller than the creature attacking them.
  • #dt_large Weapon does double damage against beings larger than the creature attacking them.
  • #dt_construct This command does not exist currently. Weapon does double damage against lifeless creatures.
  • #dt_magic Weapon does double damage against magic beings.
  • #dt_magiconly This command does not exist currently. Weapon only affects magic beings.
  • #dt_demononly Weapon only affects demons.
  • #dt_undeadonly This command does not exist currently. Weapon only affects undead creatures.
  • #dt_constructonly Weapon only affects lifeless beings.
  • #mind Weapon has no effect on mindless beings.
  • #dt_raise If target is killed, he will be turned into a soulless servant

NATION MODDING
  • #undeadnation This command does not exist currently. It would allow setting the #undeadnation flag that e.g. Lanka and Broken Empire Ermor have, which allows priests to reanimate undead and gives 15 undead leadership per holy magic level. Currently not moddable.
  • #hero1...6 [nbr] "name" This would be a modification of the existing #hero1...6 command and would allow the modmaker to set specific names for the heroes of a nation.
  • #clearpretenders This command does not exist currently. Clears a nation's pretender list, much like #clearrec clears recruitment list
  • #addpretender [monster nbr] This command does not exist currently. Adds the designated monster as a pretender god to the nation, would need a check that unit must have #startdom and #pathcost commands implemented. This would allow completely customizable pretender lists for each nation. Alternative implementation would be having moddable pretender lists that could be assigned to nations, which would cut down on mod micromanagement, but could be more complex to implement.
  • #killingdominion [multiplier] This command does not exist currently. It would kill population based on dominion, like R'lyeh Dreamlands or Ashen Empire Ermor
  • #desertsun This command does not exist currently. Nation's dominion spreads the heat scale even outside dominion, like Abysia.
  • #heartofwinter This command does not exist currently. Nation's dominion spreads the cold scale even outside dominion, like Niefelheim.
  • #templecost [value] This command does not exist currently. Sets cost for nation's temples
  • #labcost This command does not exist currently. Sets cost for nation's labs
  • Moddable reanimation lists instead of current hardcoded ones
  • Suggested structural change to existing nation description code: Currently the vanilla nation descriptions, summaries and brief descriptions are not tied to actual nation numbers, but are tied to specific eras. Moving nations around in eras (such as switching two nations the other way around, e.g. the Ermor Restoration mod) causes them to also switch the descriptions. If the hardcoded descriptions were tied to nation numbers, they would also move with the nation, allowing more description slots to be used for other stuff. Currently switching nations through eras requires their descriptions to be copied into the mod file.

PD modding for nations, specifically underwater PD modding. Commands corresponding to existing PD modding commands:
  • #uwdefcom1
  • #uwdefcom2
  • #uwdefunit1
  • #uwdefunit1b
  • #uwdefunit2
  • #uwdefunit2b
  • #uwdefmult1
  • #uwdefmult1b
  • #uwdefmult2
  • #uwdefmult2b

Last edited by Edi; June 5th, 2011 at 06:19 AM..
  #4  
Old June 13th, 2008, 02:59 AM
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Default Sites, Forts, Poptypes

MAGIC SITE MODDING
  • #mon [monster nbr] | "name" This command does not exist currently. It would add a recruitable monster that could be recruited by anyone, not just the nation who has this site as a startsite. A general counterpart to #homemon
  • #com [monster nbr] | "name" This command does not exist currently. It would add a recruitable commander that could be recruited by anyone, not just the nation who has this site as a startsite. A general counterpart to #homecom
  • #summon [monster nbr] | "name" [nbr summoned] This command does not exist currently. It would allow a mage to enter the site to summon indicated number of indicated monsters
  • #unrest [amount] This command does not exist currently. It would increase unrest in the province
  • #horrormark [percent] [str] This command does not exist currently. Units staying in the province would have indicated chance of gaining a horrormark of indicated strength every turn, or increasing existing horrormark by indicated strength
  • #curse [percent] This command does not exist currently. Units staying in the province would have indicated chance of being cursed every turn.
  • #disease [percent] This command does not exist currently. Units staying in the province would have indicated chance of being diseased every turn.
  • #holypower [percent] [damage] This command does not exist currently. Undead units in province would have indicated chance of being hit by indicated strength armornegating attack every turn.
  • #holyfire [percent] [damage] This command does not exist currently. Undead and demonic units in province would have indicated chance of being hit by indicated strength armornegating attack every turn.
  • #lab This command does not exist currently. Site would create a lab in province upon discovery, ala Abandoned Laboratory
  • #fort [fort nbr] This command does not exist currently. Site would create indicated fort in province upon discovery.
  • #temple This command does not exist currently. Site would create temple in province upon discovery.
  • #training [exp] This command does not exist currently. Commander could enter with troops to gain indicated amount of experience per turn, ala Academy of War
  • #heal [percent] This command does not exist currently. Site would have indicated chance of healing afflictions from units in province like a unit with the Heal Troops ability.
  • #magicbonus [school nbr] [percent] This command does not exist currently. Site would give indicated percentage bonus to rituals of indicated school (using same numbers as school assignment in spell modding)
  • #clear This command does not exist currently. Clears the site's attributes
  • #increase_[scale] [+/-1] This command does not exist currently. Site increases specified scale in province, with +1 increasing specified scale and -1 its opposite, e.g. #increase_cold -1 would increase heat scale. This assumes increase is always full 3 points of scale shift. Otherwise a gradual implementation might be considered, so different sites could increase scales by different amounts.


FORT MODDING (DOES NOT EXIST CURRENTLY)
  • #selectfort [fort nbr] Selects a fort to mod
  • #newfort [fort nbr] Creates a new fort in specified fort number slot
  • #end Ends modding previously selected or created fort
  • #fortname "name" Name of the fort, must be first command after #newfort
  • #fortpic [nbr] Picture for the fort
  • #fortlayout [nbr] Layout of the fort on the battlefield
  • #goldcost [value] Gold cost to build fort
  • #buildtime [turns] Time to build fort in turns
  • #admin [percent] Fort's admin percentage
  • #defense [value] Defense value of the fort
  • #supply [value] Supply value of the fort
  • #fortpic [nbr] Setys picture of fort from list

POPTYPE MODDING (DOES NOT EXIST CURRENTLY)
  • #selectpoptype [nbr] Selects the specified poptype. End modding the poptype with the #end command.
  • #newpoptype [nbr] Creates a new poptype with the specified poptype number. End modding the poptype with the #end command. Currently there are no poptypes with number less than 25 or above 88, suggested number range for poptypes 1 - 200)
  • #end Ends modding currently selected poptype
  • #clear Clear currently selected poptype.
  • #addreccom [monster nbr] | "monstername" Adds a recruitable commander to poptype. Maximum of 4 commanders may be added.
  • #addrecunit [monster nbr] | "monstername" Adds a recruitable unit to poptype. Maximum of 4 units may be added.
  • #terrain [mask] Specifies terrain where site may appear. Use the magic site locmask table to see terrain masks. Add together the masks of all terrains where the poptype is supposed to appear.
  • #rarityera1 [value] Sets the rarity of the poptype in the Early Era. Rarity: 0 = common, 1 = uncommon, 2 = rare, -1 = disabled
  • #rarityera2 [value] Sets the rarity of the poptype in the Middle Era. Rarity: 0 = common, 1 = uncommon, 2 = rare, -1 = disabled
  • #rarityera3 [value] Sets the rarity of the poptype in the Late Era. Rarity: 0 = common, 1 = uncommon, 2 = rare, -1 = disabled

Last edited by Johan K; June 2nd, 2011 at 02:47 PM..
  #5  
Old June 26th, 2008, 12:55 PM
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Default Magic Item Modding

MAGIC ITEM MODDING (COMMANDS THAT DO NOT EXIST YET)
  • #clearitem Clears currently selected item
  • #copyitem [item nbr] | "itemname" Copies specified item's attributes to currently selected new item
  • #coldres [percent] Item gives specified amount of cold resistance
  • #fireres [percent] Item gives specified amount of fire resistance
  • #poisonres [percent] Item gives specified amount of poison resistance
  • #shockres [percent] Item gives specified amount of lightning resistance
  • #airshield [percent] Item gives commander an air shield of specified strength (or just #airshield which would give 80% airshield, but this would be less versatile)
  • #regeneration [percent] Item gives commander specified amount of regeneration
  • #forgebonus [percent] Item gives specified forge bonus
  • #cursed Item is cursed and cannot be removed
  • #alchemy [percent] Item gives specified alchemy bonus
  • #insane [chance] [value1] [value2] Item has specified chance of increasing commander's insanity by a random amount between value1 and value2 every turn. Alternatively just #insane [chance] [value] for a chance to always increase insanity by set amount every turn the check goes through
  • #shatteredsoul [chance] [value1] [value2] Item has specified chance of increasing commander's Shattered Soul attribute by a random amount between value1 and value2 every turn. Alternatively just #shatteredsoul [chance] [value] for a chance to always increase Shattered Soul by set amount every turn the check goes through
  • #mapmove [bonus] [limit] Item grants unit specified increase in mapmove if unit's mapmove is lower than the limit.
  • #mor [bonus] Item grants commander specified bonus to morale
  • #mr [bonus] Item grants commander specified bonus to magic resistance
  • #str [bonus] Item grants commander specified bonus to strength
  • #att [bonus] Item grants commander specified bonus to attack
  • #def [bonus] Item grants commander specified bonus to defense
  • #prec [bonus] Item grants commander specified bonus to precision
  • #penetration [bonus] Item grants specified penetration bonus to magic spells cast by wielder
  • #exp [experience per turn] Item gives commander specified amount of experience every turn
  • #cold [value] Item increases wielder's chill aura by specified amount
  • #heat [value] Item increases wielder's heat aura by specified amount
  • #waterbreathing [size] Item allows specified amount worth of size points to breathe underwater. For example, #waterbreathing 50 would allow 25 human-sized (size 2) units to breathe underwater. Use size 0 to make item usable by wielder only.
  • #airbreathing [size] Item allows specified amount worth of size points to breathe on land if aquatic. For example, #airbreathing 50 would allow 25 human-sized (size 2) aquatic units to breathe on land. Use size 0 to make item usable by wielder only.
  • #flying [size] Item allows specified amount of size points to be transported by flying. Use size 0 to make item affect wielder only.
  • #magicbonus [path nbr] [bonus] Item grants specified bonus to a magic path
  • #gems [path nbr] [amount] Item creates specified number of gems in wielder's gembox every turn
  • #protection [value] Item grants both head and body protection of specified value (like Flame Helmet or Bracers of Protection)
  • #leader [bonus] Item grants bonus to leadership
  • #undeadleader [bonus] Item grants bonus to undead leadership
  • #magicleader [bonus] Item grants bonus to magic leadership
  • #fear [bonus] Item grants fear with value 5+[bonus]. If bonus is not specified, unit gains Fear(+0) or has 5 added to existing fear. Alternatively just #fear and grants +5 fear.
  • #awe [bonus] Item grants awe to wielder. Use #awe 1 to grant awe(+0), because #awe 0 results in no awe. Would several items with #awe 0 produce awe(+0) when combined, like Crown of Command + Whip of Command + Sceptre of Authority?
  • #animalawe [bonus] Item grants awe to wielder. Works like #awe
  • #berserk [bonus] Item grants wielder a berserk bonus.
  • #autoberserk [bonus] Item grants wielder a berserk bonus. Wielder is automatically berserk at the start of combat.
  • #standard [value] Item grants wielder the standard ability at specified level or increases existing standard
  • #fireshield [damage] Item grants unit a fireshield of specified strength. Default value is 6.
  • #banefireshield [damage] Item grants unit a banefireshield of specified strength. Default value is 6.
  • #bloodvengeance [value] Item grants wielder the bloodvengeance ability like the Vastness or adds to existing bloodvangeance ability. Bonus/malus to ability makes it harder or easier to resist.
  • #pillagebonus [value] Item grants wielder a pillage bonus
  • #patrolbonus [value] Item grants wielder a patrol bonus
  • #castledef [bonus] Item grants wielder a castle defense bonus
  • #siegebonus [value] Item grants wielder a siege bonus
  • #supplybonus [value] Item grants wielder a supply bonus
  • #researchbonus [value] Item grants wielder a research bonus. Owl Quill has a research bonus of 2, Lightless Lantern 6 and Skull Mentor 9.
  • #douse [bonus] Item grants wielder a bonus to bloodhunting like the Sanguine Dousing Rod
  • #sacrificebonus [value] Item allows wielder to sacrifice an additional number of bloodslaves per turn beyond the normal limit
  • #voidsummon [bonus] Item increases wielder's void summoning skill
  • #combatspell [spell nbr] | "spellname" Item allows wielder to cast specified spell as an action in combat, like Acid Bolt from Staff of Corrosion
  • #autocombatspell [spell nbr] | "spellname" Item automatically casts specified spell every combat round, like Lightning Bolt from Spirit Helmet
  • #battlefieldenchantment [spell nbr] | "spellname" Item automatically casts specified battlefield enchantment at the start of combat, like Banner of the North Star
  • #ritual [spell nbr] | "spellname" Item allows wielder to cast a ritual spell, like Astral Window from Stone Sphere
  • #quickess Item confers quickness on wielder, like Boots of Quickness
  • #ethereal Item makes wielder ethereal
  • #trample Item grants wielder ability to trample smaller creatures
  • #autobless Item wielder is automatically blessed, whether sacred or not
  • #cursed Item cannot be dropped
  • #doom Item curses wielder
  • #disease Item wielder becomes diseased
  • #horrormark [chance] [strength] Item has a chance to increase wielder's horrormark by specified amount every turn
  • #makemonsterX [monster nbr] Item allows wielder to summon allies like a wraith lord or wolfherd. Works like monster modding commands of the same name.
  • #affliction [bitmask] [chance] Item has a chance to cause specified affliction on unit, like Eye of Aiming always causes loss of one eye.

Last edited by Edi; August 13th, 2008 at 02:50 PM..
  #6  
Old September 1st, 2008, 04:22 PM
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Default Re: Modding Wishes Shortlist

EVENT MODDING (DOES NOT EXIST YET)
  • #newevent [nbr] Creates a new event
  • #descr "text" Event gives this message in message screen when it occurs
  • #rarity [nbr] 0 = common, 1 = uncommon, 2 = rare
  • #era [bitmask] 1 = EA, 2 = MA, 4 = LA, combine bitmasks to make event available to all eras
  • #nation [nbr] This nation may get this event. Use multiple times to enable for multiple nations. Use value of -1 to enable it as a generic event available for all nations. Otherwise restricted only to the nations specified by multiple uses of this command
  • #requiredscale_[chaos/sloth/cold/death/unluck/unmagic] [nbr] Sets a scale requirement for the event. The event cannot happen if the province does not have the required scale. Positive numbers indicate scale tipped toward right (turmoil, sloth etc) and negative number a scale tipped to the left (order, productivity etc). Maximum number +3 or -3. Similar to the god commands affecting scales in mapmaking (see mapedit.pdf).
  • #scale_[chaos/sloth/cold/death/unluck/unmagic] [nbr] modifies the specified scale in specified direction. Positive modifier tips scale toward right (turmoil, sloth etc) and negative number tips to the left. Maximum modifier +6 or -6. Similar to the god commands affecting scales in mapmaking (see mapedit.pdf).
  • #gold [amount] Events adds or subtracts gold from the treasury
  • #resources [amount] Event permanently adds resources to province
  • #unrest [value] Event generates specified amount of unrest. Negative values decrease unrest
  • #domboost [value] Dominion increases or decreases in province
  • #lab Event causes lab to be built in province
  • #temple Event causes temple to be built in province
  • #fort [nbr] Event causes specified fort to be built in province
  • #pd [value] Event increases PD in the province by specified amount
  • #units [monster nbr | "monster name"] [lownumber] [highnumber] Event gives a number of specified units varying from lownumber to highnumber in the province
  • #commander [monster nbr | "monster name"] Event adds specified type of commander in the province
  • #gems [path number] [lownumber] [highnumber] Event gives a number of gems varying between lownumber and highnumber. If used to reduce gems (e.g. master thief), use negative numbers, in which case lownumber means greater loss of gems.
  • #site [site nbr | "site name"] Adds specified site to the province if there are empty site slots in the province. Use of site numbers recommended, as there are multiple sites of the same name in some cases (e.g. Academy of High Magics, Tower of the Iron/Silver/Golden Order)
  • #assassin [monster nbr | "monster name"] A random commander in the province suffers an assassination attempt by specified monster
  • #smite [weapon nbr] A random commander in the province is hit with an attack from the specified weapon (would allow banishing to inferno or anything else usable from weapon list)
  • #curse [percent] Event causes every unit in the province to have a chance to be cursed.
  • #disease [percent] Every unit in the province has a chance to become diseased.
  • #horrormark [percent] [str] Every unit in the province has a chance to get a horromark of specified strength.
  • #item [constr level] A random item of indicated construction magic level is placed in the lab. More powerful items (=require bigger path levels to forge) are less likely. Construction levels 0, 2, 4, and 6 are valid values. Artifacts are not randomly found.
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