|
|
|
|
 |

June 10th, 2008, 06:08 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
MONSTER MODDING
- #armor [nbr] has long been in the bug shortlist, though it more correctly belongs here. Currently armor can only be assigned using #armor "armorname", which makes it very impractical and prone to error due to typos. It is also impossible to assign different armor of the same name to units. This would make mod management easier.
- #clearweapons This command does not exist currently. Clears all weapons from unit
- #cleararmor This command does not exist currently. Clears all armor from unit
- #custommagic Modification to existing command. Currently works as #custommagic [bitmask] [chance], but holy magic cannot be assigned as random. Currently it is impossible to create linked randoms such as the King of the Deep has. Suggested change so that command format would be #custommagic [bitmask] [chance] [nbr] where nbr is how many picks of the same magic are given. For example, #custommagic 100 768 2 would have 100% chance of getting either A2 or F2.
- #landshape [monster nbr] The monster changes to this shape when moving from a sea province to a land province, like mermen.
- #watershape [monster nbr] The monster changes to this shape when moving from a land province to a sea province, like mermen.
- #forestshape [monster nbr] The monster changes to this form when it enters a forest province
- #plainshape [monster nbr] The monster changes to this shape when it leaves forest provinces
- #heat currently gives a heat aura with a strength of 3. A command that worked like #heat [value] would make this command far more versatile
- #cold currently gives a chill aura with a strength of 3. A command that worked like #cold [value] would make this command far more versatile
- #stormimmune Allows the monster to fly in a storm like a storm demon or air elemental.
- #unique The monster is unique like the demon lords, elemental royalty and Bogus & Co.
- #cursed [percent] This command does not exist currently. Unit has indicated chance of starting cursed.
- #horrormarked [value] This command does not exist currently. Unit starts with a horrormark of indicated strength
- #insane [percent] This command does not exist currently. Unit starts with indicated level of insanity
- #shatteredsoul [percent] This command does not exist currently. Unit starts with indicated level of Shattered Soul ala Tartarians
- #inquisitor This command does not exist currently. Units has the inquisitor attribute. Unit must be holy and have priest levels
- #beckon The monster can lure enemy commanders like the siren
- #prophet [monster nbr] | "monster name" This command does not exist currently. Monster changes to specified type of monster when prophetized, like some existing units (e.g. Abysian warlord >> warmaster) Prophet changes thread
- #heretic [value] This command does not exist currently. Unit is a heretic and acts like an enemy priest of indicated level preaching in the province the unit resides in.
- #voidsummon [value] This command does not exist currently. Grants unit Void Summoning skill like R'lyeh commanders gain from using the Void Gate.
- #communicant This command does not exist currently. Unit is an automatic communion slave like the Theurg Communicant. Can be replicated with existing #onebattlespell mod command, so perhaps a useless suggestion.
- #battlesummon [monster nbr] [nbr] This command does not exist currently. Unit would autosummon indicated number of indicated creatures at the beginning of battle, such as Moloch summoning Imps or Lord of Serpents summoning Horned Serpents.
- #affliction [bitmask] [chance] Chance of getting an affliction from the start, as per flagellants, Forge Lord etc, with bitmask acting like the #custommagic bit masks. Can be used multiple times for multiple different afflictions or combinations of afflictions just like #custommagic Implemented as #startaff
- #onblessspell "[spell name]" | [spell nbr] This command does not exist currently. Unit must be sacred. When unit is blessed, the specified spell will take effect on the unit, much like Mictlan's Eagle Warriors gain flying when blessed.
- #devourpop [value] This command does not exist currently. Unit devour population every turn, like the Rephaite giants of Hinnom Implemented as #popkill
- #stonebeing The monster is a stonebeing and immune to petrification like the gargoyle.
- #bloodvengeance [bonus] The monster has the bloodvengeance ability like the Vastness. The bonus may be negative or positive to increase or decrease resistance difficulty.
- #leper The monster spreads disease and kills population like the Harvester of Sorrows.
- #plaguecarrier This command does not exist currently. Unit spreads disease to other units in the same province like Eater of the Dead or the Apparition
- #drainimmune This command does not exist currently. Unit is immune to the effects of the Drain scale when casting spells in combat or researching.
- #drainpower [bonus] New mechanic. This command does not exist currently. The monster will get stat increases or decreases depending on the Drain scale.
- #magicpower [bonus] New mechanic. This command does not exist currently. The monster will get stat increases or decreases depending on the Magic scale.
- #banefireshield [damage] Monster is surrounded by a banefireshield of specified strength.
- #landlubber This command does not exist currently. The monster cannot enter sea provinces by any normal means (e.g. Air Queens) and cannot move from one sea province to another if it enters the sea by magic. If unit has #amphibian or #pooramphibian, these tags are removed.
- #homesick This command does not exist currently. The monster loses 1 hitpoint per turn when away from its home province, like Naiads.
Last edited by Edi; June 5th, 2011 at 06:06 AM..
|
|
The Following User Says Thank You to Edi For This Useful Post:
|
|

June 13th, 2008, 02:59 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Weapon & Nation Modding
WEAPON MODDING- Possibility to set weapon range to Strength, strength/2 or strength/3 like javelins, throwing axes and boulders perhaps using #range -1...-3?
- #clear for clearing weapon
- #copyweapon [weapon nbr] This command does not exist currently. Copies weapon to currently selected/created weapon, which would allow copying special weapons and then modifying them without boosting creatures that possess the source weapons
- #mrnegates Makes the effects of the weapon resistable via MR.
- #mrnegateseasily Makes the effects of the weapon resistable via MR, with a bonus to the monster's MR for resistance purposes.
- #dt_small Weapon does triple damage against beings smaller than the creature attacking them.
- #dt_large Weapon does double damage against beings larger than the creature attacking them.
- #dt_construct This command does not exist currently. Weapon does double damage against lifeless creatures.
- #dt_magic Weapon does double damage against magic beings.
- #dt_magiconly This command does not exist currently. Weapon only affects magic beings.
- #dt_demononly Weapon only affects demons.
- #dt_undeadonly This command does not exist currently. Weapon only affects undead creatures.
- #dt_constructonly Weapon only affects lifeless beings.
- #mind Weapon has no effect on mindless beings.
- #dt_raise If target is killed, he will be turned into a soulless servant
NATION MODDING- #undeadnation This command does not exist currently. It would allow setting the #undeadnation flag that e.g. Lanka and Broken Empire Ermor have, which allows priests to reanimate undead and gives 15 undead leadership per holy magic level. Currently not moddable.
- #hero1...6 [nbr] "name" This would be a modification of the existing #hero1...6 command and would allow the modmaker to set specific names for the heroes of a nation.
- #clearpretenders This command does not exist currently. Clears a nation's pretender list, much like #clearrec clears recruitment list
- #addpretender [monster nbr] This command does not exist currently. Adds the designated monster as a pretender god to the nation, would need a check that unit must have #startdom and #pathcost commands implemented. This would allow completely customizable pretender lists for each nation. Alternative implementation would be having moddable pretender lists that could be assigned to nations, which would cut down on mod micromanagement, but could be more complex to implement.
- #killingdominion [multiplier] This command does not exist currently. It would kill population based on dominion, like R'lyeh Dreamlands or Ashen Empire Ermor
- #desertsun This command does not exist currently. Nation's dominion spreads the heat scale even outside dominion, like Abysia.
- #heartofwinter This command does not exist currently. Nation's dominion spreads the cold scale even outside dominion, like Niefelheim.
- #templecost [value] This command does not exist currently. Sets cost for nation's temples
- #labcost This command does not exist currently. Sets cost for nation's labs
- Moddable reanimation lists instead of current hardcoded ones
- Suggested structural change to existing nation description code: Currently the vanilla nation descriptions, summaries and brief descriptions are not tied to actual nation numbers, but are tied to specific eras. Moving nations around in eras (such as switching two nations the other way around, e.g. the Ermor Restoration mod) causes them to also switch the descriptions. If the hardcoded descriptions were tied to nation numbers, they would also move with the nation, allowing more description slots to be used for other stuff. Currently switching nations through eras requires their descriptions to be copied into the mod file.
PD modding for nations, specifically underwater PD modding. Commands corresponding to existing PD modding commands:
- #uwdefcom1
- #uwdefcom2
- #uwdefunit1
- #uwdefunit1b
- #uwdefunit2
- #uwdefunit2b
- #uwdefmult1
- #uwdefmult1b
- #uwdefmult2
- #uwdefmult2b
Last edited by Edi; June 5th, 2011 at 06:19 AM..
|

June 13th, 2008, 02:59 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Sites, Forts, Poptypes
MAGIC SITE MODDING- #mon [monster nbr] | "name" This command does not exist currently. It would add a recruitable monster that could be recruited by anyone, not just the nation who has this site as a startsite. A general counterpart to #homemon
- #com [monster nbr] | "name" This command does not exist currently. It would add a recruitable commander that could be recruited by anyone, not just the nation who has this site as a startsite. A general counterpart to #homecom
- #summon [monster nbr] | "name" [nbr summoned] This command does not exist currently. It would allow a mage to enter the site to summon indicated number of indicated monsters
- #unrest [amount] This command does not exist currently. It would increase unrest in the province
- #horrormark [percent] [str] This command does not exist currently. Units staying in the province would have indicated chance of gaining a horrormark of indicated strength every turn, or increasing existing horrormark by indicated strength
- #curse [percent] This command does not exist currently. Units staying in the province would have indicated chance of being cursed every turn.
- #disease [percent] This command does not exist currently. Units staying in the province would have indicated chance of being diseased every turn.
- #holypower [percent] [damage] This command does not exist currently. Undead units in province would have indicated chance of being hit by indicated strength armornegating attack every turn.
- #holyfire [percent] [damage] This command does not exist currently. Undead and demonic units in province would have indicated chance of being hit by indicated strength armornegating attack every turn.
- #lab This command does not exist currently. Site would create a lab in province upon discovery, ala Abandoned Laboratory
- #fort [fort nbr] This command does not exist currently. Site would create indicated fort in province upon discovery.
- #temple This command does not exist currently. Site would create temple in province upon discovery.
- #training [exp] This command does not exist currently. Commander could enter with troops to gain indicated amount of experience per turn, ala Academy of War
- #heal [percent] This command does not exist currently. Site would have indicated chance of healing afflictions from units in province like a unit with the Heal Troops ability.
- #magicbonus [school nbr] [percent] This command does not exist currently. Site would give indicated percentage bonus to rituals of indicated school (using same numbers as school assignment in spell modding)
- #clear This command does not exist currently. Clears the site's attributes
- #increase_[scale] [+/-1] This command does not exist currently. Site increases specified scale in province, with +1 increasing specified scale and -1 its opposite, e.g. #increase_cold -1 would increase heat scale. This assumes increase is always full 3 points of scale shift. Otherwise a gradual implementation might be considered, so different sites could increase scales by different amounts.
FORT MODDING (DOES NOT EXIST CURRENTLY)- #selectfort [fort nbr] Selects a fort to mod
- #newfort [fort nbr] Creates a new fort in specified fort number slot
- #end Ends modding previously selected or created fort
- #fortname "name" Name of the fort, must be first command after #newfort
- #fortpic [nbr] Picture for the fort
- #fortlayout [nbr] Layout of the fort on the battlefield
- #goldcost [value] Gold cost to build fort
- #buildtime [turns] Time to build fort in turns
- #admin [percent] Fort's admin percentage
- #defense [value] Defense value of the fort
- #supply [value] Supply value of the fort
- #fortpic [nbr] Setys picture of fort from list
POPTYPE MODDING (DOES NOT EXIST CURRENTLY)- #selectpoptype [nbr] Selects the specified poptype. End modding the poptype with the #end command.
- #newpoptype [nbr] Creates a new poptype with the specified poptype number. End modding the poptype with the #end command. Currently there are no poptypes with number less than 25 or above 88, suggested number range for poptypes 1 - 200)
- #end Ends modding currently selected poptype
- #clear Clear currently selected poptype.
- #addreccom [monster nbr] | "monstername" Adds a recruitable commander to poptype. Maximum of 4 commanders may be added.
- #addrecunit [monster nbr] | "monstername" Adds a recruitable unit to poptype. Maximum of 4 units may be added.
- #terrain [mask] Specifies terrain where site may appear. Use the magic site locmask table to see terrain masks. Add together the masks of all terrains where the poptype is supposed to appear.
- #rarityera1 [value] Sets the rarity of the poptype in the Early Era. Rarity: 0 = common, 1 = uncommon, 2 = rare, -1 = disabled
- #rarityera2 [value] Sets the rarity of the poptype in the Middle Era. Rarity: 0 = common, 1 = uncommon, 2 = rare, -1 = disabled
- #rarityera3 [value] Sets the rarity of the poptype in the Late Era. Rarity: 0 = common, 1 = uncommon, 2 = rare, -1 = disabled
Last edited by Johan K; June 2nd, 2011 at 02:47 PM..
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|