.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







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

Reply
 
Thread Tools Display Modes
  #11  
Old May 20th, 2008, 03:35 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Modding shortlist

Quote:
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.
__________________
There can be only one.
Reply With Quote
  #12  
Old May 20th, 2008, 05:51 PM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Modding shortlist

I'll try to cobble together a modding shortlist starting sometime next week. Can't do it before then due to time constraints.
Reply With Quote
  #13  
Old June 1st, 2008, 04:18 AM
Foodstamp's Avatar
Foodstamp Foodstamp is offline
Major General
 
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
Foodstamp is on a distinguished road
Default Re: Modding shortlist

#hero1name "Bob" , #hero2name "Walk Away Renee" etc please .

Also, we desperately need the ability to add custom independent unit recruitment sites, and the ability to add new independent population types. Thanks .
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
Reply With Quote
  #14  
Old June 1st, 2008, 06:16 AM
Twan's Avatar

Twan Twan is offline
Captain
 
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
Twan is on a distinguished road
Default Re: Modding shortlist

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
Reply With Quote
  #15  
Old June 2nd, 2008, 01:33 PM

Maraxus Maraxus is offline
Corporal
 
Join Date: Jun 2007
Posts: 181
Thanks: 2
Thanked 12 Times in 8 Posts
Maraxus is on a distinguished road
Default Re: Modding shortlist

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.
Reply With Quote
  #16  
Old June 2nd, 2008, 08:14 PM
DrPraetorious's Avatar

DrPraetorious DrPraetorious is offline
Major General
 
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
DrPraetorious is on a distinguished road
Default Re: Modding shortlist

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.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
Reply With Quote
  #17  
Old June 3rd, 2008, 03:01 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Modding shortlist

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.
Reply With Quote
  #18  
Old June 8th, 2008, 08:36 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Modding shortlist

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.
Reply With Quote
  #19  
Old June 9th, 2008, 01:40 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Modding shortlist

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.
Reply With Quote
  #20  
Old June 10th, 2008, 08:20 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Modding shortlist

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.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:24 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.