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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
Thanks: 85
Thanked 79 Times in 51 Posts
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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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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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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!"
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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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December 17th, 2006, 05:36 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 559
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Re: The Modder\'s Wishlist
Deleted
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December 17th, 2006, 06:29 PM
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Sergeant
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Join Date: Oct 2006
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Re: The Modder\'s Wishlist
Weapon effects would be painfully hard to implement from a modder's perspective, when you consider how powerful an earthmeld weapon would be. Their only real use would be to give exclusively to commanders/heroes (Though a charming sword would be cool on an Assassin). If Magic Item modding was improved, though, it would make an awesome addition to that.
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