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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Editing a spell's stats would achieve the same goal as being able to remove them. Don't like Summer Lions? Change the cost to 500 gems. Mind Duel? Change it to 100 gems, and I suspect it will never again be cast in combat.
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
As for weapon editors and such, I've one question related more to Dominions-PPP than DomII: Is there a comprehensive master list of all weapons and armor available in Dom-PPP somewhere, because the list given in the mon_edit.pdf was more of a guideline than a really comprehensive one. Would be nice to know. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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((If we can disable spells only, that is all good as well.)) |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
I know Im a party pooper but I think editing spells would be too far. I want people to enjoy the game but I dont want everyone playing different games. http://forum.shrapnelgames.com/images/icons/icon7.gif
Maybe a switch or a game-setting in the menu that would allow for a general raising of spell costs that use gems. That I would like. |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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If we cannot disable spells, we cannot make good scenarios. |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Disabling spells sounds good. I dont want to jinx Dom 2 before its even out <knock on virtual wood> but there were some spells which caused alot of discussion in Dom 1. I think we might have been happy with an option to just remove the use of certain spells that caused imbalance arguments. It would be a way to agree on a "temp fix" until a patch arrives.
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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If we cannot disable spells, we cannot make good scenarios.</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I agree too. Disabling spells is the best what we can get and yes it is a must have as youve said. Editing spells is pointless, because if you want to make a mod, you just choose out the spells what you will need, and simply disable the rest. There is a huge spell arsenal in Doms II. so it won't be a problem. http://forum.shrapnelgames.com/images/icons/icon12.gif [ October 08, 2003, 08:19: Message edited by: DominionsFAN ] |
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