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Re: Two-level randoms?
How do you do the two level randoms that are not 50,51,52? There must be other combinations...
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Re: Two-level randoms?
Nope, there are only those options. As I understand it, in Dominions2 the only randoms were elemental, sorcery or all. That's a very major improvement in Dom3 to my mind.
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Re: Two-level randoms?
There's #magicskill, which allows for linked randoms via the Dom2 mechanic (50, 51 and 52), and then there's #custommagic, which allows for non-linked and less-than-100-percent randoms via the Dom3 mechanic (bytemasks for enabling paths in the random).
Johan and Kristoffer can do linked randoms via the Dom3 mechanic, but we can't duplicate it by modding. |
Re: Two-level randoms?
Ive seen two-level randoms that only have two options (i think it was astral and earth). How was that done?
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Re: Two-level randoms?
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If not, "Johan and Kristoffer can do linked randoms via the Dom3 mechanic, but we can't duplicate it by modding." |
Re: Two-level randoms?
No, it was no mod. I'll look for it. I think its a late age nation.
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Re: Two-level randoms?
As has been said, this cannot be duplicated via mod currently. #custommagic <mask> <chance> is always a single point of path. JK and KO do not suffer from this limitation when making new nations since they put things directly into the source code.
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Re: Two-level randoms?
This might be good time to mention that Johan (Karlsson, JK, Johan K.) and Kristoffer (Osterman, KO, Kristoffer O.) are the developers of the game, i.e. Illwinter Game Design. I don't think it has been mentioned even once in this thread.
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Re: Two-level randoms?
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