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-   -   Mod: Mists of Deception fix mod - New version (http://forum.shrapnelgames.com/showthread.php?t=38359)

Endoperez April 9th, 2008 06:36 PM

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.

Twan May 21st, 2008 04:23 PM

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).

NTJedi May 21st, 2008 06:15 PM

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)

Twan May 21st, 2008 06:19 PM

Re: MoD mod
 
Yes as the spell is castable by a level 6 mage

60+ (6x4) = 84 effects minimum.

Twan May 22nd, 2008 08:48 AM

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

Twan May 22nd, 2008 09:07 AM

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.

Twan May 22nd, 2008 10:52 AM

Re: MoD mod
 
I think I now have a good fix, keeping the spirit of the original spell.

llamabeast May 22nd, 2008 03:46 PM

Re: MoD mod
 
Incredible! Good work Twan.

(Incidentally I haven't tested it, but will try to have a look before KingMaker starts).

Xietor May 24th, 2008 09:31 PM

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!


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