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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
Thanks: 1
Thanked 10 Times in 2 Posts
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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
Thanks: 0
Thanked 4 Times in 2 Posts
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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
Posts: 351
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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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Just because you're paranoid doesn't mean they're not out to get you.
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December 19th, 2006, 12:20 AM
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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 would be a bit different than most of my other suggestions, but it still wouldn't be terribly hard to do. It would be nice if Illwinter made the original unit sprites available for viewing. It would be a great help for copying the 'style' of Illwinter's sprites, and would very much come in handy for those that would, say, want to give Caelum's army different weapons.
I admit to being personally biased here as my entire modding style revolves around modifying the existing sprites, and it's likely not as good in the work/reward department as other ideas, but it's something to consider nonetheless. Sorry for the double-post.
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Just because you're paranoid doesn't mean they're not out to get you.
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December 19th, 2006, 12:31 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
You know, Uninspired, that's a great idea. I want to redo Niefel's units a bit, offer the giants maces, scythes, and flails, since they'd generally be more effective and less expensive for giant humanoids to use against small opponents than axes and swords, for instance.
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You've sailed off the edge of the map--here there be badgers!
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December 19th, 2006, 02:16 AM
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Sergeant
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Join Date: Oct 2006
Posts: 351
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Re: The Modder\'s Wishlist
Ooh! Another one!
This is pretty basic, but it would be nice to have a preset 'entire battlefield' number for AoE commands, (Most notably spell modding) like how Morale 50 equals mindless.
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Just because you're paranoid doesn't mean they're not out to get you.
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December 19th, 2006, 08:25 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
We could also really use the ability to un-restrict spells.
__________________
Just because you're paranoid doesn't mean they're not out to get you.
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January 6th, 2007, 07:10 AM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
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Re: The Modder\'s Wishlist
Quote:
UninspiredName said:
Ooh! Another one!
This is pretty basic, but it would be nice to have a preset 'entire battlefield' number for AoE commands, (Most notably spell modding) like how Morale 50 equals mindless.
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Use the magic numbers 666 to affect the entire battlefield or 665 to affect 25% of the battlefield squares.
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