Conquest of Elysium 4

Conquest of Elysium 4

Franknfurter 13 Feb, 2016 @ 10:20am
Modding Suggestions and Requests
Ritual modding:
  • desc "description" #Add a description to a ritual -Added, Thanks!
  • repair <value> OR healnoheal <value> #The ability to repair inanimate/noheal units, with a chance of also healing afflictions. Useful for repairing golems (Enchanter) or for repairing vehicles (Techmarines, Techpriests, Servitors). Provides <value> HP to inanimate units at caster location.
  • addinsanity <value> <chance> #For rituals that can cause insanity similar to necromancers reanimation (for Psykers)
  • ritlimiter "string" #(This will alter the requirements for the last added recruitment. string can be something like "+Baron" to require a Baron, "-Baron" to require the Baron to not be alive or "=Dwarf Worker" to require dwarf workers to be upgraded into the new troops.) #(for promotions, upgrading troops, equipping soldiers, sacrificing troops, etc)

Spell modding:
  • newspellpath <value> "name" # Set a new spell path for use with spell weapon, adding a name for the new spell path. e.g. Jedi/Sith/Psyker/Powers of the Hive mind/Primaris Powers.
  • newspellweapon "name" <path value> <level> # A command to begin modding a weapon attack that can populate a new or existing spell path.
  • spelldesc "description" #adds text description to a spell

I'd like to be able to add a thematic set of spells to a modded race. (e.g. , currently although weapons can effectively replicate spell effects they cannot replicate the random nature of spell learning and casting, and using existing spell paths adds unwanted extra spells or spell names. (charm and summoning spells mainly)

Neutral Poptypes modding:
  • selectpoptype <value> #with a table of values for existing neutral armies (brigands/forest animals/undead/guards/fish/horrors/demons
  • newpoptype <value> # to create a new group of monsters for neutrals
  • clear poptype # to empty an existing list
  • addmonster "monster name" #adds
  • requires terrain <terrain number> #

I'd like to be able to modify the neutral units that spawn on the map, adding a new group of units to a list and adjusting the probability of spawning. e.g. replacing horrors with space ships, replacing demons with demons of khorne, replacing brigands with tusken raiders... or adding new demons/horrors/brigands/undead to those neutral spawns.
(promote unit as event commands somewhat works, but requires checking every tile every turn and only allows 1:1 conversions of units with no way of adding extra units to a group/reducing the number of units/changing spawn chance) Unfortunately the other option, using #selectmonster "monster name" removes that unit from spawning in neutral armies so it's not possible to modify units and still have them spawn.

Monster Modding:
  • shockres <negative value> -Added, Thanks!
  • piercevul <value> / pierceres <negative value>
  • bluntvul <value>
  • slashvul <value>
  • magicvul <value>
  • vul <dmg type> <value> # for a more generic format allowing the 22 damage types.
  • size3x3 # for consistency with size 2x2
  • size4x4, size5x5, size6x6 # really big units/titans/Gods/buildings
  • size2x1 and size1x2 #for long units, both crocodile shaped and extra tall, not using sprite size trick i.e. having 128x64 pixel sprite.
  • sneakattack #begins non-siege battles at edge of battle/behind enemy lines
  • acidblood #acid damage to attacker when wounded -Added, Thanks!
  • fixedname # Works in Dom4, to have named unique monsters
  • [insert name] # For monster Descriptions of non-unique monsters, to have the name added at that point in the description.
  • repair <value> OR healnoheal <value> #The ability to repair inanimate/noheal units, with a chance of also healing afflictions. Useful for repairing golems (Enchanter) or for repairing vehicles (Techmarines, Techpriests, Servitors). Provides <value> healing strength each turn.
  • transport <number of units> #this number of units in the army are given increased AP + movement abilities to match the transport (amphibious, fast, snow, passwall, flying, floating, teleport etc.) starting with slowest units directly under the command of the transport. Useful for all dedicated transports (Rhino, Razorback, Ghost Ark, Land Raider, Stormraven Gunship etc.)
  • startinsanity <value> <chance> #chance to start with insanity (for Servitors, Damaged Necrons, psykers etc.)

I'd like to have really huge units (that display nicely in-game, currently big things don't all fit), as well as units starting in flanking positions and for some acid blood.

Edit:
My mods now include shockres -100 for vehicles
...and Acid blood (For some Tyranids). Thanks for adding support for it. :)

Weapon Modding:
  • weapondesc "Description" #Add description to weapon
  • reducearmor <value> #Reduces target armour on hit
  • cone <value> #change aoe to cone length <value> squares
  • beam <value> #change aoe to beam length <value> squares
  • bounces <value> #hits target and bounces to <value> additional targets like chain-lightning
  • ornext weapon # for a weapon to have different attack modes (like beam vs blast or slashing vs piercing, could also do this in monster modding to modify the above weapon)
  • onlyeffects "string" # for attacks/next weapon extra effects that only work on e.g. size2x2, fast, flying or floating units
  • noeffecton "string" # for attacks/next weapon effects that have no effect on e.g. size2x2, fast, flying or floating units
  • meleeweaponsingle <value> "weapon name" #to add multiple weapons, only one of which used per round.
  • rangedweaponsingle <value> "weapon name" #to add multiple weapons, only one of which used per round.
  • Increase the limit for number of modded weapons to more than 256.

I'd like to be able to add a nice description to some weapons and have them have different effects on different units. (like Ion weapons stunning vehicles, interceptor weapons doing more damage against flying units, flamers to have cone attacks and warp lances to have beam attacks.

Class Modding:
  • startplane <value> # begins on selected plane.
  • startnear <terrain number> # begins near selected terrain if possible

I'd love to have a desert race start in the south, or to have a space based race start in the void, or demons to start in their own plane.
Last edited by Franknfurter; 13 Mar, 2016 @ 6:37pm
< >
Showing 1-10 of 10 comments
hueytuckers 13 Feb, 2016 @ 3:27pm 
Monster Modding:
shockvul <value>
piercevul <value>
bluntvul <value>
slashvul <value>
magicvul <value>
vul <dmg type> <value> # for a more generic format allowing the 22 damage types.
size3x3 # for consistency with size 2x2
size4x4, size5x5, size6x6 # really big units/titans/Gods/buildings
size2x1 and size1x2 #for long units, both crocodile shaped and extra tall, not using sprite size trick i.e. having 128x64 pixel sprite.
sneakattack #begins non-siege battles at edge of battle/behind enemy lines
acidblood #acid damage to attacker when wounded

Johan posted the other day. The vul command is possible using the res command. Just use a negative number after it i.e. fireres -50 makes a unit vulnerable to fire attacks.
hueytuckers 13 Feb, 2016 @ 3:33pm 
One thing I would like to add to your request about the descriptions is I've noticed that even though I create multiple units with different characteristics and even different sprites but use the same name (to create random and rarity in summons) They all use the last characters description even thought the stats and sprites work as expected. Specifically, to anyone who has played my Draconian mod may have noticed that all "Wyrms" whether Iron, Bronze, Copper, Silver, of Gold have the Gold Wyrm's description.
Franknfurter 13 Feb, 2016 @ 4:31pm 
Thanks for the update on the res command. I missed that. I've tried fireres -100 and that works fine, and I've tried shockres -100 and while I don't get an error... I also can't tell if shockres in particular is actually working. (it would be nice to have a symbol, the same little red cross over the symbol used for shock resistance if it is actually working).

Talking about symbols, affliction resistance doesn't give an error if used but also has no icon. (I tried to add the woundfend amulet in to see if the command doesn't work or if there really is no symbol... I assume woundfend should give affliction resistance, but it just has the slash resistance icon. The description for dominions made me think it would work the same way... which also makes me think about a big thing I'd love to mod:

Item Modding:
  • newitem <slot> "item name"
  • spr "file path" #(32x32 sprite size?)
  • descr "description"
(followed by monster commands like fireres 50, mr -5 etc. or a weapon name to grant an attack I'd like to make lightsabers seperate from the Jedi/Sith units and require a ritual to summon or battle to find. Ditto for rare relic versions of bolters, thunder hammers etc. for the w40k mod.)

I've also experienced that issue with units sharing a name. I made multiple versions of Sith Apprentices/Jedi Padawans/Astromech Droids for the starwars mod with different descriptions for each upgrade path or for the R1, R2...etc. droids and had to make them all share one generic backstory instead which was a little sad. Ditto with Ultramarine descriptions that referenced the weapons equipped... had to go with generic descriptions for that too instead.

Also if you know how to add text formatting to the description that would be great. (I'd like to break up big blocks of text with paragraphs/Formatting/changing font... I realised that it also cuts descriptions to somewhere around ~2200 characters... (I waffle, would you guess that from this post?) it would be nice to allow longer descriptions, with a scroll bar. Then I could add a full description/biography in-character information with a line break followed by a little bit of gameplay information (like explaining unit features that lack icons (gatherherbs/affres <value>/human/inanimate/firstshape 1/grow hp/shrink hp/mastery/ etc and how they impact the unit if it's not obvious)

Last thought:
Unit spites for giant units, although 64x64, 128x128 and 192x192 are allowed and I like using the largest sprite resolution for giants, 192x192 sprites get the top half cut off when viewing the unit. Having the view adjusted slightly so it still fits on the screen would be nice. I do honestly love them being so big they don't quite fit, but while it looks good for *some* of the standard 2x2 units it looks very buggy for 3x3 units. (also gets a bit messy when two sprites overlap because the game expects them to be smaller, common for giant commanders or units in the rectruit screen)
Last edited by Franknfurter; 13 Feb, 2016 @ 4:50pm
Franknfurter 18 Feb, 2016 @ 4:17am 
Added two more requests and updated first post to include modding commands added in last version:
  • meleeweaponsingle <value> "weapon name" #to add multiple weapons, only one of which used per round.
  • rangedweaponsingle <value> "weapon name" #to add multiple weapons, only one of which used per round.
Franknfurter 27 Feb, 2016 @ 2:27pm 
Added another request.
Weapon Modding:
  • Increase the limit for number of modded weapons to more than 256.

I've reached the limit, which I assume is 256, 2^8 bits, I had ~250 weapons added and had an error... I had to comment-out several weapons with (almost) identical attributes but different (thematic) names and replace them with generic weapons. But now it makes me worry about adding another race.
Last edited by Franknfurter; 27 Feb, 2016 @ 2:28pm
Franknfurter 28 Feb, 2016 @ 6:30pm 
It would be nice, though it does need new icons and the code to support it. Still something that covered all damage types would be more flexible and give people the space to create some really interesting monsters.
e.g. Vulnerable to polymorph + A race of spellcasters = Mages intentionally turning their own troops into monsters with weak, easymr negates spells that hit both friend and foe.
...or you could give all Mercenary units vulnerability to charm, expecting them to leave for the first better offer they find.
...or fruit monsters with swallow vulnerability because they're too tasty... *shakes head with sillyness*

Anyway, yes, Magic vulnerability and resistance that only works on dmg type 7 magic, with the other aspects of magic resistance covered by mr would be nice. Actually, vulnerability to special benefit and special damage would be interesting additions to magic resistance, troops with high MR that can still be blessed or conversely, troops with low MR that cannot be blessed.
Marlin 28 Feb, 2016 @ 8:04pm 
I disagree that it would necessarily be good if there were resistance to anything and everything. The complete absence of any resistance anywhere of resistance to magic damage as well as to acid damage has so far been part of what has defined those damage types. If there suddenly is resistance to those too, I actually think it could take something away from the game.
Franknfurter 28 Feb, 2016 @ 8:30pm 
Surely having vulnerability to acid or magic wouldn't detract from the game in any way?

Even if it would upset the base game, it's more of a modding request then a plea for magic immune units in the base game. I suppose mentioning it is a little like being able to heal horror marks or curses... being permenant or in this case irresistable has its charm and helps define both CoE and Dominions. But it is nice to have more freedom when creating something different.
Franknfurter 29 Feb, 2016 @ 8:19am 
Added requests:
Monster Modding:
  • fixedname - (works in Dominions 4, I'd like some unique monsters to have their original names)
  • [insert name] -A command for descriptions to insert the randomly generated name at that point. (for non-fixed thematic descriptions).
Franknfurter 13 Mar, 2016 @ 6:36pm 
Added Requests:

Rituals:
  • repair <value> OR healnoheal <value> #The ability to repair inanimate/noheal units, with a chance of also healing afflictions. Useful for repairing golems (Enchanter) or for repairing vehicles (Techmarines, Techpriests, Servitors). Provides <value> HP to inanimate units at caster location.
  • addinsanity <value> <chance> #For rituals that can cause insanity similar to necromancers reanimation (for Psykers)
  • ritlimiter "string" #(This will alter the requirements for the last added recruitment. string can be something like "+Baron" to require a Baron, "-Baron" to require the Baron to not be alive or "=Dwarf Worker" to require dwarf workers to be upgraded into the new troops.) #(for promotions, upgrading troops, equipping soldiers, sacrificing troops, etc)


Unit Modding:
  • repair <value> OR healnoheal <value> #The ability to repair inanimate/noheal units, with a chance of also healing afflictions. Useful for repairing golems (Enchanter) or for repairing vehicles (Techmarines, Techpriests, Servitors). Provides <value> healing strength each turn.
  • transport <number of units> #this number of units in the army are given increased AP + movement abilities to match the transport (amphibious, fast, snow, passwall, flying, floating, teleport etc.) starting with slowest units directly under the command of the transport. Useful for all dedicated transports (Rhino, Razorback, Ghost Ark, Land Raider, Stormraven Gunship etc.)
  • startinsanity <value> <chance> #chance to start with insanity (for Servitors, Damaged Necrons, psykers etc.)
Last edited by Franknfurter; 13 Mar, 2016 @ 6:37pm
< >
Showing 1-10 of 10 comments
Per page: 1530 50