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June 25th, 2008, 05:50 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: New mod commands
* New monster modding commands: #watershape, #landshape, #forestshape, #plainshape, #unique, #stormimmune, #startaff, #bloodvengeance, #stonebeing, #leper, #beckon.
* LA Atlantis uw recruitment improved.
* LA Atlantis hero.
Thanks for the info, and bigger thanks for Johan and Edi for doing the work! 
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June 25th, 2008, 06:09 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: New mod commands
Awesome! They are going to be really really helpful.
I wonder what #startaff does.
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June 25th, 2008, 06:25 AM
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Corporal
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Join Date: Jun 2006
Location: Mikkeli, Finland
Posts: 64
Thanks: 19
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Re: New mod commands
Quote:
llamabeast said:
I wonder what #startaff does.
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Starting affection?
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June 25th, 2008, 06:26 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: New mod commands
Ah yeah, it'll probably be starting affliction I guess.
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June 25th, 2008, 07:09 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: New mod commands
Those different shape commands are going to be extremely interesting.
I just hope people don't go too nuts with them - I think they should be reserved for really interesting units, pretenders etc.
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June 25th, 2008, 07:25 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: New mod commands
From now on all my units will be different in sea, forest and plains. Powerful units will have a second shape they can switch to in battle (reversibly). If they are killed in the second shape, they move into a third shape, irreversibly. This third shape will also have the ability to change form on moving between different terrains.
Sure it's nine times the work, but boy will it be worth it!
To start with I am going to go through the tomb kings skeletons. The current graphics will do for the plains form. Underwater, I will make them look damp. In forests, they will have bits of foliage stuck between their bones.
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June 25th, 2008, 07:50 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: New mod commands
Exactly.
There are quite a few basegame units that could do with this ability though. It will be a good way to spice up some less interesting summons and pretenders.
But where's #caveshape? -weeps openly-
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July 9th, 2008, 06:53 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: New mod commands
Oooh! Yummy! I'll be able to do the trampler mod the way I wanted to!
Is there something in the game that currently does construct-only damage? (I know there are ones which do multiplied damage on constructs.)
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July 9th, 2008, 07:16 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: New mod commands
There is probably some mechanic that does that, so it just got activated for weapon modding. I didn't just pull it out of my arse, if that's what you're thinking. I'm thinking crusherknack is probably that weapon, it's a secondary effect of the Smasher.
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July 9th, 2008, 08:50 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: New mod commands
Ah if only we could get the ability to add recruitable troops and commander to non starting sites too. That would be the icing on the delicious patchcake.
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