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November 27th, 2005, 04:52 PM
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Corporal
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Re: Mod Command Brainstorm
Idea for item....
Name:Cloak of Midnight
Needed  4?
Description:Makes the bearer stealthy.If worn by an already-stealthy creature it lowers their chance of being caught.
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November 27th, 2005, 05:08 PM
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National Security Advisor
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Location: Eastern Finland
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Re: Mod Command Brainstorm
Quote:
Crazy_Bonvine said:
Idea for item....
Name:Cloak of Midnight
Needed 4?
Description:Makes the bearer stealthy.If worn by an already-stealthy creature it lowers their chance of being caught.
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As this thread is about modding commands, I'll reformat your idea:
Item ability:
#stealthy <nr>
Item with this number makes commander wielding it Stealthy, or improves his Stealthy ability. The new ability starts at <nr>, and an existing ability is increased by <nr>.
Similar commands for every ability listed for units in modding.pdf would also be great, and as those encompass most special abilities it is probably better not to post each of them separately...
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December 10th, 2005, 03:03 AM
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Corporal
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Re: Mod Command Brainstorm
Here's another:
Unit/Commander Ability
#blindimmune
This command makes the unit immune to blinding attacks. It would be used mostly for those blind units that suffer no combat penalties for being blind. Such units traditionally have other heightened senses that compensate for blindness, and take no game penalties for their blindness. Examples: - bats of various types,
- killer shrews
- the Lost Immortal (from the oral history Indaba, My Children by Credo Mutwe),
- Zatoichi (the blind swordsman of Japanese cinema--incidentally, this is a compound word: zato=blind, ichi=masseur. There were 26 dramas in the series, running roughly 90 minutes each--my vote for series best goes to Zatoichi Meets Yojimbo, with Toshiro Mifune, which is sort of the Japanese equivalent of Clint Eastwood meets John Wayne--awesome).
In addition, consider:
#blindimmune2
This alternate command additionally bars the use of magic eyes of all types, so that these can be excluded if the designer deems their use nonthematic for the unit.
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December 10th, 2005, 10:02 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Mod Command Brainstorm
Quote:
7.9 #blind
This monster has no eyes and cannot be affected by
blindness.
7.22 #eyes <nbr of eyes>
Sets the number of eyes for a monster. Number of
must be at least one. The number of eyes affects
easily a monster goes blind by battle afflictions.
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The #blind ability could be changed so that a blind creature doesn't benefit from eyes.
Also, I think some creatures can lose eyes without it hurting them. The cave-dwelling creatures from Underworld site are one of these, IIRC. Unfortunately, I can't recall their name ATM, so I can't search for them. (If you use Shrapnel's search, add + before EACH WORD or it doesn't work properly).
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December 10th, 2005, 10:59 PM
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Corporal
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Re: Mod Command Brainstorm
Endoperez:
1. *[edited for temper]*
2. I can read the mod manual.
3. Your mod manual quotation is completely irrelevant with respect to my post and not helpful. Current mod manual commands do not achieve the desired design effect as outlined in the body of my text.
4. I am posting this reply so other people viewing this thread will not be confused by your post.
5. Please take any further discussion to PM so we don't disrupt things any further.
6. Have a nice day 
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December 11th, 2005, 11:17 PM
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Corporal
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Re: Mod Command Brainstorm
Endoperez: Thanks.
All: Things are cleared up. Notes relevant to this thread:
Quote:
Currently, the creatures that exist in the game that have "extended senses" are #blind.
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Oh. Maybe I can't read the manual.
Apologies.
(All you had to do was say: "This command already exists. Check [reference].")
(on #blindimmune2)
Quote:
Or did you mean that one couldn't GIVE this creature a magical eye? If so, then I agree. It would keep new players from disabling their Cyclops pretender... However, #blindimmune2 isn't very good command. Maybe #noeyes or #nomagiceyes would suit this better?
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You have my intent nailed with this.
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December 11th, 2005, 11:26 PM
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Corporal
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Re: Mod Command Brainstorm
Sites that can be Entered:
It might be useful, when modding, if the wording of the order "Enter Site" could be changed in order to better match the site's theme.
Examples:
"Descend into Doompit"
"Climb World Tree"
"Cross Ring of Fire"
"Scale Glass Mountain"
"Snatch Eye"
"Eat Bogberries"
and so on.
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