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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Aezeal: Maybe I'm confused with Charge Body. Charge Body triggers on attack or hit? If it's hit, then Twist Fate doesn't combo with it, exactly. If on attack, it's a bit more problematic.
But still... what's not to like about a spell that can actually motivate something other than SC generation? Wouldn't that just increase the options available? The one nation that would love this above all else (Caelum) both drastically needs something to improve the quality of their infantry, and doesn't normally get Astral magic. Alternately, you could see this as actually giving a use to Caelum's Shock-resistant troops. |
Re: Mod in Progress: CPCS - CrossPathCombatSpells
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It looks like, somehow, you confused me with Turin. Blood/Fire: Blood Boil & Hellfire already exist Blood in general: Blood 1 mages can all bloodhunt. That alone makes them special and good, so they don't necessarily need any combat capability. Besides, they can always summon imps. Gifts from Heaven: I think this is Earth/Astral, not Astral/Earth. Earth/Death: one or the other could be damage spell that only works against inanimates (if that can be done). Kind of Dust to Dust, but also works against constructs. |
Re: Mod in Progress: CPCS - CrossPathCombatSpells
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Blood Thing: You're right. Still might be intresting to see more combat blood spells. I just made mutate (since it was easy) Earth/Death: Yeah, I'll combine Fall of Muscle and Steel. Just because I have to. It appears that if you use a affect that's not in any vanilla spell (like causing "Lost an Arm" affliction, it's sort of "invisible" to the casting AI, it won't cast it even when scripted since the AI thinks that the spell doesn't do anything. So you'll have to combine a "vanilla" effect with a exotic one. Spell that causes "Weaknened" is not okay, but spell that causes Armor Destruction + "Weakened" is. I can't make a spell that targets only constucts, thought (you can only rule them out). So now I'm needing a D/E spell. Hmm.. it seems that yuo can cause "Starvation" by spell.. Quote:
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Styxian Storm and Wrathful Descent: I gave some thoughts on the issue of battle enchanments, see the new Design Goals. Ink Cloud: Quite nice, I like it. I'll make the blindness resistable by def, like earthquake ("can you close your eyes in time?") Quote:
Summon Magma Elemental: Ok idea, but I really won't have time to graphics and mod 50+ spells! If someone gives me reasonably good and dominion-fitting graphics, I can make summon spell for them and it in the mod. Corpus Annhilo: Awesome idea! It's a shame it can't be done. You can't do spell with "if", since #nextspell always goes off. This spell would be, if check fails and dude dies, do fire damage. Daystar's Blessing: Intresting theme. I'll ponder this.. Elemental Warding: Nice work! |
Re: Mod in Progress: CPCS - CrossPathCombatSpells
The old "divine armanents" Dom:PPP bless effect might still be accessible. I think it would be +2 att, +2 def and flaming weapons, but the fire damage at least used to deal extra damage to undead. I don't know how much the new blessings replaced the old one and how much the old stuff was just left unused.
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Is it possible to have cloud spells that trigger exotic effects? I was considering the N/E (or maybe E/N) spell Rampant Overgrowth, that makes a cloud spell that does very small or nil damage, but repeatedly entangles anything in it.
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
I'm pretty sure it should be possible to give all spell effects all sorts of ranges or targets that already exist in game
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
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http://forum.shrapnelgames.com/showt...t=Spell+Lookup Then open the "bitmask" - excel chart. There's a list of debuffs and buffs that you can mod. And then some questions of my own: -Does anyone know what are actual bonuses granted by the "unholy power" - effect? -Does anyone the link to the MoD fix thread? The actual mod would also be useful. My forum search proved.. inefficient. I could probably make cloud spells by #copyspelling existing cloud spells, but knowing how it's really done would expand my options. |
Re: Mod in Progress: CPCS - CrossPathCombatSpells
I love what you're doing here! It's something I've wanted to see for ages..... to justify cross-path mages of all flavors, and make randoms a bit more exciting. Anyway, I haven't read through everything yet, but I saw W+E was open, and I was inspired -
Deep Drowning 2W+1E, Alt 4, R= 25+,Dam= 20+AN (Fatigue damage only), AoE= 2+, NoE= 1, Prc= -2, UW++, MR The caster animates the sand, silt, and muck of the seabed, swirling it around his foes until the murky sludge cakes their gills, sending the victims into terrible spasms of asphyxiation. <3 |
Re: Mod in Progress: CPCS - CrossPathCombatSpells
I'll hope for this to become an enjoyable and balanced mod :) - The ideas are very good
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
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It's by Twan. The effect is #eff 9043 and the clouds stay in the battlefield for 9 turns, so it could be that +1000 to #eff creates a cloud. I wonder what happens if a cloud spell uses #nextspell "flame eruption"? Will the cloud explode every turn? What about a cloud followed by Falling Frost, would it center on the cloud or would the cloud "cast" it and choose a target as normal? Possible Earth/Air spell: has three low-precision effects, each casts an area buff around itself. It's like Legions of Steel, except that it covers an uneven area, and you get more effects with higher Earth (so the affected area scales up very fast). |
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