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  #1  
Old November 29th, 2006, 08:06 AM
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Default Re: The Modder\'s Wishlist

THE MODDERS' WISHLIST

Updates:

3.12.
#horrormarked <value>
#cursed
#affliction <bitmask> <chance>
* ability to make units immune to Horror Mark or Curse

* nation-spesific items



1.12.
* A way to make ranged weapon be affected by Flaming Arrows. #fireweapon (wpn nbr) was suggested.
* A way to set #range to Strength, for thrown weapons.





Implemented, but bugged

* #specialeffectalways doesn't work at all


Requested mod commands

* commands for changing the costs of labs and temples, and fort modding commands with gold cost, time requirement and layout (the battlefield used).

* Poptypes modding: recruitable units, defenders, era, rarity


Magic sites

* It isn't possible to make sites that let everyone recruit the units. #com and #mon commands are needed in addition to #homecom and #homemon.
* All modding commands need #clear or similar command. #clear for sites and weapons are missing.
* command for summoning creatures when a mage enters a site
* command for casting a spesific ritual when mage enters a site
* unrest for magic sites
* modding commands for the dungeon sites

Weapons
* All modding commands need #clear or similar command. #clear for sites and weapons are missing.
* A way to make ranged weapon be affected by Flaming Arrows. #fireweapon (wpn nbr) was suggested.
* A way to set #range to Strength, for thrown weapons.


Units
* #insanity
* #summanallies [amount] [unit name/nr]
* #seduce
* #lure
* #skeptic

* #inquisitor
* #communicant, as Theurg Communicants' ability
* ability to spawn units of spesific type (Polypal Mother), under various restrictions (scale and/or terrain mask)
* ability to get free units (bodyguards) in battle, e.g. Dai Oni and their wolves

* scale sensitivity, e.g. Ice Devils and Burning Ones are affected by temperature
* a command that makes a unit ccast one spell, targeted at the unit itself, in the beginning of the battle to simulate e.g. Communion Slave
* units that disappear after one battle, such as Gladiators
* a command to make an unit move independently around the map, as Eater of the Dead


Spells
* Moddable bonus to number of effects from spells, from Crossbreeding to Summer Lions to Magma Bolts
* unit pools, as in Unfrozen summoning or Crossbreeding

Nations
* free units in forts (with terrain mask), in areas of high dominion, under spesific scales...
* a command for removing/disabling a nation, e.g. #era 0
* a #multihero that only appears one at a time; the second one only comes after the first has died
* moddable nation-spesific undead
* command for giving the same pretender to multiple nations without copying him a dozen times
* command to make a nation that doesn't have one or more of the default pretenders
* a way to name heroes!
* ability to use custom pics for temples

Magic items
* #mainlevel 0 for making an item require level 1 mage, but take only 1 gem
* #spell for items, to make commander cast spesific spell
* #ritual for items, to make commander cast spesific spell in main map
* magic res and elemental/poison resistances for items, both positive and negative

Misc
* Effect of experience stars: #hp, #str, #att, #def, #prec, #mrl, #enc, #mr, #xp [required to reach a spesific level, 15 for first star]
[b]* commands for changing Magic/Drain effect on magic resistance and spellcasting encumberance.[b]
* general mod command for changing the chance of events on common/rare setting
* Few more lengthy suggestions
* another complicated suggestion
[b]* commander for reversing the old age parameters (-5% hp to +5% hp) (and for negating old age afflictions).


Requested mod-related features

* There should be a map command for a required mod that has to be enabled to play the map.
* Age-restricted mods that don't affect games of other ages. A modding command, but more for ease of use than to changing things.
* themes back, and made moddable
* Three lengthy suggestions
[b]* more hero slots
* mercenary modding
* a one-time shape change to another unit after reaching a unit reaches a spesific age
[b]* masks working in hexadecimal as well as decimal
* Some way to use #copystats without getting unwanted features. Blank units with just #seduce, #lure, etc various commands that currently can't be added were suggested.
* ability to add custom sound effects
* ability to rename (or add) magic paths, to change the icon, the pic of gemtype, the pics of sites, the names of schools...


Already implemented

* The ability to change spell names and descriptions as well as spell modding in general
* It isn't possible to add new national spells that have to be researched.
* It should be possible to find out numbers of magic items. Shift+I.
* commands for changing units' ages
* #animalawe


Suggested forms

Experience modding:
#xplevel [1 to 5 stars]
#hp, #str, #att, #def, #prec, #mrl, #enc, #mr, #xp [required to reach a spesific level, 15 for first star]
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  #2  
Old November 29th, 2006, 12:09 PM
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UninspiredName UninspiredName is offline
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Default Re: The Modder\'s Wishlist

You know what would be a much simpler way than having #communicant, #skeptic, #inquisitor etc? What we need is a #ability <monster number> <value> command. If the monster number is that of a Starspawn, it would give a summoning bonus. (Equal to the value) If the monster number was a Spy, it would give an 'increase unrest' command while sneaking. If the number was that of a Pan, it would give you a large about of <value = monster number>s every turn (Provided your Turmoil scale was good). That way, absolutely no command is missing for unit mods.

Unfortunately, this would be a huge pain to code unless you're working from scratch. I'll suggest this again when someone makes a 'Dominions 4 suggestions' thread.
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  #3  
Old November 30th, 2006, 11:05 PM
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Default Re: The Modder\'s Wishlist

In weapon modding, a #fireweapon <weapon number> command, to define what weapon to switch to when enchanted by the Flaming Arrows spell.
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Old December 1st, 2006, 12:28 AM
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Default Re: The Modder\'s Wishlist

This one's sort of glaring. We need a range: strength option for projectile weapons.

And an option to make our own mercenaries would be nice.
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  #5  
Old December 1st, 2006, 07:39 AM
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Default Re: The Modder\'s Wishlist

Endoperez, I read your synopsis (I'm assuming it's a synopsis of the thread so far, for ease of reference for the Developers) and while you seem to have listed my request, in a way, what I actually would like is the ability to increase the number of magical paths (as in Earth, Air, etc) to 27 and name those new paths. Also to add more types of gems (27), to rename all types of gems, and to add graphics for new gem types. And then to change the names of magic schools, such as Thaumaturgy etc, and add new schools (not sure how many). If it wasn't your intention, that's fine, in which case I'm content to clarify what I was asking for, since it's admittedly a little unclear. Thank you!
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Old December 1st, 2006, 02:36 PM
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Default Re: The Modder\'s Wishlist

In addition to starting insanity scores, I'd like
#horrormarked <value>
#cursed
#affliction <bitmask> <chance>

I want to give horrormarked units as bodyguards - it's an advantage for the bodyguards of a horrormarked mage to be horrormarked themselves, clearly.

The affliction "power" would be the one that praetorian guards have - also certain pretenders. You give a bitmask for which afflictions the unit can start with, and then a chance of getting one of those afflictions.
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  #7  
Old December 1st, 2006, 06:46 PM
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Default Re: The Modder\'s Wishlist

Good call on the horror marked guards, DrPraetorious.

I'm with UninspiredName on the mercenary modding, that would be a lot of fun!
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  #8  
Old December 6th, 2006, 08:53 PM
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Default Re: The Modder\'s Wishlist

#(type)res needs to go above 100%
Currently units cannot be given more than 100% resistance. Since there are spells which can lower resistances there is a desire for creating units which start with a resistance over 100%.
Otherwise after a few spells no unit can be completely immune unless it's a commander with extra items.
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  #9  
Old December 7th, 2006, 02:58 PM

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Default Re: The Modder\'s Wishlist

Quote:
NTJedi said:
#(type)res needs to go above 100%
Currently units cannot be given more than 100% resistance. Since there are spells which can lower resistances there is a desire for creating units which start with a resistance over 100%.
Otherwise after a few spells no unit can be completely immune unless it's a commander with extra items.
If you copystats a unit that already has the resistances you want you can add those 100% on top of the already existing resistances.
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Old December 7th, 2006, 07:28 PM
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Default Re: The Modder\'s Wishlist

Sorry if this is already in here. Just to get this logged into the wishlist...

increase the arrays so that a mod for slot xx can use unit, site, equipment slots xx times 100. So that a mod using slot 75 would have 7500-7599 available. It doesnt have to be locked down. I mean it doesnt have to force that mod to use only those slots.

But if the arrays would allow it, and we can get people doing it voluntarily, It would help avoid clashes. And it would make later changes easier. We could even create a thrid party program that shifts the entire mod over to a different slot easily.
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