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December 10th, 2006, 12:29 AM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: The Modder\'s Wishlist
I'd really like the ability to change, make new ones, and increase the number of, bless effects, since this is such a large area of strategy that currently only has 8 defined paths and 16 total effects. For instance, I'd like to be able to create a mod wherein water magic leads to ice weapons and fire magic leads to fire resistance, etc. This would ofcourse go hand-in-hand with being able to mod in more types of magic.
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December 10th, 2006, 02:03 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Re: The Modder\'s Wishlist
Allow more custom unit graphics.
I've been trying to pool all the custom nations together - and the game won't process more than about 300 (?) custom sprites. At least, that's what I think is going on. looky
Anyway, if we had enough nation #s and sprite slots to field 20 or 30 custom nations, I'd be happy.
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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
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December 10th, 2006, 02:41 AM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: The Modder\'s Wishlist
I'm with DrPraetorious, 80 nations would be sweet.
Ok, actually I'd like more, like 120-150. But then I'm greedy.
Oh and while I'm being greedy, I'd really like to be able to add ages (for a maximum of 5-7) and rename ages.
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You've sailed off the edge of the map--here there be badgers!
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December 12th, 2006, 03:48 PM
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Sergeant
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Join Date: Oct 2006
Posts: 351
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Re: The Modder\'s Wishlist
There's a quick change to Nation Modding that would be nice. At the moment, when adding heroes to a nation, you're only allowed to specify which monster. You should really be able to give the hero an unchanging name as well, like in the normal nations. One can get around this by creating a new namelist, but that's a pain and you only get so many namelists to customize on your own.
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Just because you're paranoid doesn't mean they're not out to get you.
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December 13th, 2006, 05:06 AM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: The Modder\'s Wishlist
Yes, I'm with you on that one too, Uninspired,
Names have Power.
Mythology is chalk full of the old clause that "a rose by any other name would not smell as sweet"
6,000 slaves, brothers-in-arms to 50,000 dead, strong men who had freed themselves and learned what it was to be proud, become warriors and soldiers in a great army, who terrorized, nearly conquered, the entire World that was Rome willingly died on the cross to the words,
"I, Spartacus!"
__________________
You've sailed off the edge of the map--here there be badgers!
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December 13th, 2006, 04:49 PM
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Corporal
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Join Date: Oct 2006
Posts: 55
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Re: The Modder\'s Wishlist
I suggest changing Pretender modding to be consistent with the rest of nation modding:
#selectnation 0
#clearpretenders
#addpretender 1
#addpretender 2
#addpretender 3
etc etc
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December 17th, 2006, 04:30 PM
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Sergeant
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Join Date: Oct 2006
Posts: 351
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Re: The Modder\'s Wishlist
This one wouldn't be too hard to implement, and would open up monster modding incredibly.
#spelleffect <timing> "<spellname>"
Timing would determine when the spell effect would be triggered. 0 for at the start of a battle, 1 for every turn, 2 for every time an enemy is hit, 3 for every time an enemy is attacked, and 4 for when the unit dies. Spellname is self-explanatory. One could restrict them to a non-existant nation to stop the effects appearing on the spell list. This would let us do anything from shuten-doji, to suicide bombers, to whatever the heck the darkness-shrouded Lanka summons are called.
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Just because you're paranoid doesn't mean they're not out to get you.
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