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Old October 22nd, 2006, 03:23 PM
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Default Re: The Modder\'s Wishlist

I second the various requests for commands to duplicate existing monster powers, but I'd actually like commands to add *new* monster powers.

To facilitate this, I'd like the modding commands to be as general as is reasonably feasible. I have some exmaples below, but whatever mod commands you add, please make them general in this way so we can do new stuff.

The following commands would let me do things for Mods we have in the works that'd be real keen:

#autospell {spellID}
This command gives a unit a spell that it automatically casts at the start of combat. If the spell has a target - the unit targets itself. This would be greatly more useful than #communicant or something to duplicate the communicant's ability.

#scalemod {tag} {scale} {multiplier}
This should also be available for weapons. The tag (which can be anything) is modded by the multiplier * the scale modifier (negative multiplier meaning you like negative scales.)
This would be very powerful - you could make philosophers
#scalemod researchbonus productivity -1
and you could make demons that spread disease but only in provinces with turmoil
#scalemod diseasecloud order -1
and all sorts of other cool stuff. If you have a command once under "scalemod" and once without scalemod, the argument of the command (research bonus, AP, whatever) should be additive.

#unitspawns {unitID} {multiplier}
#summonally {unitID} {multiplier}
#dominionspawns {unitID} {multiplier}
Instead of one command for each monster that presently has one of these abilities. Combine with scalemod to have it only work in some diminion types!

Awesome game, keep up the good work!
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