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June 19th, 2007, 05:06 PM
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Sergeant
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Join Date: Dec 2003
Location: New York City
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More ideas
Not sure how many of these have been mentioned, as I haven't read all 11 pages. Sorry if I'm repeating anyone else's ideas. Also, I realize some of these are a real handful, coding-wise to implement, but this is a 'wish'list after all.
Complete mod control of experience.
Ability to change how quickly a unit gains xp (base rate), the amount of xp levels, etc.
Ability to change how quickly a specific unit gains xp, such as double the base rate for an intelligent soldier, etc.
Ability to add/take away different unit abilities at different experience levels.
Ability to recruit what is essentially the same version of another unit, but with a lot more experience.
Spells/Unit Attacks which alter experience (Such as a training spell which can boost xp of some units, or a drain xp attack for some undead creature).
Commanders who can give a specific amount of xp to the troops they lead per turn. (This could be called Trainer ability)
On death of unit effect, where right now we have the ability to throw in a second unit to take the place of the dead unit, I'd like it to be able to do anything. Such as spawns 4 units, or explodes per a spell (like phoenix pyre). (Essentially, any spell effect) With a specific percent chance for it to occur, imagine a type of undead revenant which has a 80% chance of rising up again.
On kills a unit effect, when a unit kills another unit, any spell effect can be thrown in, so for example, imagine a soulless which makes more soulless. Or imagine a demon lord which summons an imp everytime it kills a living creature (soul stolen to imp creation effect). Or imagine a doom horror which gains a point of strength and +1% quickness for each kill it gains.
Complete mod control of afflictions. What types, what they do, how many, how they are acquired, not certain effects on certain creatures (limp on a wyrm or flyer), etc.
Ability to allow for multiple sprites per unit.
Ex. 1 :Such as two moving sprites, or two attacking sprites, or one attack and one spell sprite. (Should be added to warrior/mage commander types)
Ex. 2 :Such as a pool of various sprites, so there would be 3 to 4 variety of sprites for one unit, so you don't get that attack of the clone wars effect. Though they still keep the one base, one attack sprite. (Should be added to basic unit types)
Ability to mod/create new global enchantments. (I'm pretty sure that's not in there, correct me if I'm wrong)
Massive rituals, (500+ gems)
ex. such as creating a summoning circle, which gives you a conjuration bonus. Either temporary or permanent. If permanent, the effect could be weak, yet stackable.
ex. such as for the creation/destruction of magic sites.
A dungeon type site where a hero can go (at the end of the turn you essentially get an arena like scenario, if your hero wins, you gain some prize, gems, magic item, special unit, heroic ability, exp, etc. The critter to prize ratio should be similar, so tough creatures give good prizes, but otherwise should be completely random. Once the dungeon was plundered, the site would deactive for one year, and then reactivate after the year passed, with a new critter/new prize.
(I recall there are two sites similar to this, though horribly deadly, but I suppose it could be fleshed out more.)
A few more energy shield types (and the ability to mod them onto any unit), similar to fireshield;
Ex. Lightning shield, Astral shield, Holyfire shield (damages undead), etc.
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June 19th, 2007, 05:47 PM
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Private
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Join Date: May 2007
Location: Aboard the Valagante
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Re: More ideas
All I ask for is a #patrolbonus command.
I'm quite sure it isn't there.
I suppose I could get around it by copying the stats of an unit with a patrol bonus, but I'd prefer to be able to give my own patrol bonuses to my units.
EDIT
I just had an idea, could it be possible to have armor that becomes stronger with higher Magic scale and weaker with high Drain scale?
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July 8th, 2007, 01:35 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: More ideas
#clearweapons, #cleararmor or #clearequipment mod commands
needed for monster modding.
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July 8th, 2007, 05:35 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: More ideas
Quote:
ArkkiMeisseli said:
All I ask for is a #patrolbonus command.
I'm quite sure it isn't there.
I suppose I could get around it by copying the stats of an unit with a patrol bonus, but I'd prefer to be able to give my own patrol bonuses to my units.
EDIT
That was a nice idea. Not possible at the moment.
I just had an idea, could it be possible to have armor that becomes stronger with higher Magic scale and weaker with high Drain scale?
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July 8th, 2007, 05:38 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: More ideas
Hmm, something is whacky! I cant write anything after the quote.
Anyway, nice idea. Not possible atm.
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July 16th, 2007, 07:37 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: The Modder\'s Wishlist
automatically treat some default such as filler.dm as being used in each game creation
I wish that the game would automatically recognize something like filler.dm whenever a game is created. That way we wouldnt need to keep reminding newbies to make and use one so that fixer mods can be used mid-game. By creating a filler.dm midgame, and adding to it. I think that it would help in the acceptance and use of mods if people can always use one mid-game without having to remember to use a filler mod each time a game is created.
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August 2nd, 2007, 07:12 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: The Modder\'s Wishlist
How about a mod command to directly modify the records as binaries?
Something like:
#selectsite 212
#hexdump 30 0x000100030004
#end
Which would just do a raw bitwise replace of bytes 30-35 of the record for the site.
So if we can figure out how something is handled in the binary, we can do it ourselves - this could apply to sites, magic items (although I've never found those by hex diving), spells, units, armor and weapons. It'd also allow us to clear any powers we didn't want, presumably by masking the relevant bytes to 0, unless the power is hardcoded somewhere outside of the unit record.
Of course, if you change the data structures this would become useless, and if any of my prof's ever find out I suggested this they'll retroactively withdraw my degree (I wrote my thesis on robust and maintainable coding practices.)
OTOH, this way you wouldn't have to code up every obscure power anyone wanted to mod.
__________________
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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August 15th, 2007, 06:40 PM
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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
I really, really want to be able to mod the secondary effect field for spells.
Sorry if this is a repeat - but that would do more for my mods than all of my other requests combined.
__________________
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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