![]() |
Re: MoD mod
You only have to refer to them by number if they are user made. Since we're discussing custom spells I thought explainig the work-around would be enough and omitted some less important fetails...
Also, I'm not sure if you can link to a renamed vanilla spell via the new name. I think it's possible, but it's not important. |
Re: MoD mod
v0.2 removed the researchlevel 0 I used for test http://forum.shrapnelgames.com/images/smilies/wink.gif also made it scale more by level (60+4xlvl instead of 80+1xlvl).
|
Re: MoD mod
The description inside the game reads number of effects: 84+ fatigue cost: 200 air gems required: 2 Is this the correct results? (just wondering) |
Re: MoD mod
Yes as the spell is castable by a level 6 mage
60+ (6x4) = 84 effects minimum. |
Re: MoD mod
1 Attachment(s)
I just found a better fix for MoD (attached a test version with researchlevel 0).
It's actually possible to recreate the spell with limited duration via mod commands ! I just figured it and I think I have the beginning of a solution for a definitive fix by mod. I first tested #effect 5081 to make the battlefield enchantment last 5 rounds (adding x000 -with x < 10- to an effect make it a cloud with duration of x round), but if the spell is displayed with "5 round duration", it doesn't work for BE. But, it's possible to create a cloud with limited duration summoning units each round, with the effect x001. So I've created a spell making a summoning cloud on 5% of the battlefield, with a duration of 3 rounds, one ghost wolf appearing per round in each square, and it works. Creatures don't disappear after 3 rounds but the clouds disappear and stop to summon more then battle ends normally. It's then possible to add mist as a secondary effect (using nextspell) , or spells summoning other creatures as nextspells. The only problem is actually : as the spell is no longer a battlefield enchant mages can chain cast it (= really huge ghost wolves army). Perhaps a workaround can be found using Mist (BE) as the primary effect of the spell, and the summoning clouds in nextspell, so the mages don't recast the spell. ps : 3 rounds duration is short, but one creature on each square on 5% of the battlefield = far more effects per round than the original MoD spell |
Re: MoD mod
Even better, limited duration works for border summon, so it's possible to make MoD a spell of a duration of 9 rounds summoning units on the edges of the battlefield (with number of effects = total wanted, instead of a number of effect per square).
Ie, this version : #selectspell "Mists of Deception" #researchlevel 0 #effect 9043 #damage 298 #nreff 2004 #end make (4 + 2/lvl) ghost wolves spawn each round during 9. |
Re: MoD mod
I think I now have a good fix, keeping the spirit of the original spell.
|
Re: MoD mod
Incredible! Good work Twan.
(Incidentally I haven't tested it, but will try to have a look before KingMaker starts). |
Re: MoD mod
I have given Llamabeast the license to use whatever mod he desires to fix the spell for Kingmaker. Thanks for the work Twan!
|
All times are GMT -4. The time now is 05:48 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.