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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..
 

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