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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.
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:
- 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)
Weapon Modding:
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.
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.
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.
Monster Modding:
Rituals:
Unit Modding: