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  #1  
Old June 25th, 2008, 04:59 AM
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Default New mod commands

JK made some new mod commands yesterday, after remarking how easy it is when there is a nice shortlist stating what is wanted.

So my assumption about us working better with shortlists seems to hold.
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  #2  
Old June 25th, 2008, 05:50 AM
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Default Re: New mod commands

* New monster modding commands: #watershape, #landshape, #forestshape, #plainshape, #unique, #stormimmune, #startaff, #bloodvengeance, #stonebeing, #leper, #beckon.
* LA Atlantis uw recruitment improved.
* LA Atlantis hero.


Thanks for the info, and bigger thanks for Johan and Edi for doing the work!
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  #3  
Old June 25th, 2008, 06:09 AM

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Default Re: New mod commands

Awesome! They are going to be really really helpful.

I wonder what #startaff does.
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Old June 25th, 2008, 06:25 AM
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Default Re: New mod commands

Quote:
llamabeast said:
I wonder what #startaff does.
Starting affection?
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Old June 25th, 2008, 06:26 AM

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Default Re: New mod commands

Ah yeah, it'll probably be starting affliction I guess.
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Old June 25th, 2008, 07:09 AM

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Default Re: New mod commands

Those different shape commands are going to be extremely interesting.

I just hope people don't go too nuts with them - I think they should be reserved for really interesting units, pretenders etc.
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Old June 25th, 2008, 07:25 AM

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Default Re: New mod commands

From now on all my units will be different in sea, forest and plains. Powerful units will have a second shape they can switch to in battle (reversibly). If they are killed in the second shape, they move into a third shape, irreversibly. This third shape will also have the ability to change form on moving between different terrains.

Sure it's nine times the work, but boy will it be worth it!

To start with I am going to go through the tomb kings skeletons. The current graphics will do for the plains form. Underwater, I will make them look damp. In forests, they will have bits of foliage stuck between their bones.
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Old June 25th, 2008, 07:50 AM

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Default Re: New mod commands

Exactly.

There are quite a few basegame units that could do with this ability though. It will be a good way to spice up some less interesting summons and pretenders.

But where's #caveshape? -weeps openly-
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Old June 25th, 2008, 08:56 AM
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Default Re: New mod commands

I'm pretty sure #plainshape isn't "shape in plains" but "the plain shape". A #forestshape unit needs a command to change it back into a non-forest-shaped unit, just like #watershape unit needs a #landshape.
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Old June 25th, 2008, 09:32 AM
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Default Re: New mod commands

No no, clearly #startaff is "start affinity" where the units have an affinity to where they were recruited/summoned, and take damage when leaving the province
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