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Re: Monster SCENARIO Project
Maybe if you gave it a #terrainshape? If it is supposed to be a different unit at the province it's at, it should change. Which might get rid of the hide command if said form can't hide.
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Re: Monster SCENARIO Project
That might work. But then Id have to know each time what terrain its in.
Hmmmm maybe if I gave it both a water shape and a land shape. That would force it to change no matter where it is |
Re: Monster SCENARIO Project
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As I said before, if you want a question answered then either ask the whole question again in full, or give me a link to where that question is. I don't know what you're referring to and I can't read minds, yet. :re: |
Re: Monster SCENARIO Project
well that was the whole question really: when I remote summon I get a commander with the troops (which I didn't specify, a trooper just as commander) and when I summon a commander I get a troops with it (the commander just as trooper) I don't really want either, can it stopped/helped?
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Re: Monster SCENARIO Project
Well, it clearly makes no sense to farsummon units without a commander, as they'll instantly route then in the resulting battle. But you can of course farsummon only a single commander if you send the numeffects to 1, the spell "Send Horror" is an example of this. Does that answer the question?
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Re: Monster SCENARIO Project
hmm well the spell I had was summoning a commander... and then troops of a different type (clearly since unlike wolves we don't have commanders beloning to troops (well for me he does but probably not for the game)
one of the troopers thus automatically becomes a leader.. by setting commander summon to one I'm pretty sure I still got a trooper and a commander. I'll need to check it again though I guess since it's been a while Quote:
I guess the command I use for the summoning of commanders should be different and that might remove the troopers I don't want.. but I can't think how I could remove the excess black knight commander (which is just a trooper with leadership and who I don't want there since they are provided with ample leadership in the form of the general and med-priest. |
Re: Monster SCENARIO Project
The spells like Ghost Riders and Send Horror use #effect 10038, try that.
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Re: Monster SCENARIO Project
I will, I've never used either spell but I was under the impression that it would summon multiple thingies at least with ghost riders, it won't be come independant then?.
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Re: Monster SCENARIO Project
I'm pretty sure you can farsummon a single commander unit that isn't an indy. I'll look it up when I get home from work.
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Re: Monster SCENARIO Project
That would be great Sombre since I can't think of a spell which farsummons an owned commander (so I could check the spell guide for the code)
I just tested and Ich and I where both right: 10038 does summon single commanders, but they are not owned by you, they are "special monsters" |
Re: Monster SCENARIO Project
Ah, now I understand what you want. Farsummon a commander, but under your control. Have you tried setting the number of effects to 0 for that?
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Re: Monster SCENARIO Project
Is the Bukavac an indy? I forget.
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Re: Monster SCENARIO Project
strange idea to summon 0, but in the game logic it might be a very good idea ich I'll try. I'm also gonna try if summoning the commander first maybe doesn't give a commander with the troops (but I'm 99% sure it won't work since now it summons first 15 troops, then commander 1, then commander 2, then 3 other troops and that last one still gives a commander.)
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Re: Monster SCENARIO Project
it doesn't work though same results as with summoning 1 and trooper still get their own commander
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Re: Monster SCENARIO Project
You can't stop the farsummoned troops from getting their own commander afaik.
You might be able to do a farsummoned commander on his own though, to go with the troops as a nextspell. What exactly was the result of setting effect to 10037 and nreff to 0? |
Re: Monster SCENARIO Project
Actually one trick you might like to use to get an interesting effect is to start out with a teleport spell, then chain a nextspell summon commander and nextspell summon monsters.
I haven't tested it but I think it would give you a unique effect. Teleport somewhere and arrive with a load of troops and a commander. |
Re: Monster SCENARIO Project
0 just gave a commander and a trooper.
Adding teleport would be interesting.. but also a completely other spell than intended here.. the mage casting this usually is meant to stay savely behind enemy lines. On the other hand it WOULD give you one powerfull mage in addtion to this force which you could script (I there is a small mage priest coming with the spell but it's unscripted and thus in effect pretty useless (though in my test he DID cast healing spells which is what he's about :D) |
Re: Monster SCENARIO Project
Maybe you could follow it with a return. Jump in, drop them off, jump back.
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Re: Monster SCENARIO Project
#onebattlespell "Returning" on the mage?
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Re: Monster SCENARIO Project
There's no clean way to follow it with a return afaik.
I can't seem to find a way of farsummoning friendly commanders individually. I'll turn it over in my head this weekend, but I think there's no perfect way to do it. You already have the imperfect way. |
Re: Monster SCENARIO Project
yeah I've pretty much searched the spell db.. there are some spells which I think are summons with other numbers but I don't think they are friendly commander farsummons.
The spell works well enough.. just a few guys which aren't what they shouldn't be, no real harm, a commander without leadership is just a trooper and those extra commanders you get are not overpowering the spell in anyway either. (I could probably give the troop types I summon leadership 0 to cancel out the extra leadership I get but that would not be fair if I'd want to GoR one (which is pretty useless anyway :D) for some reason. |
Re: Monster SCENARIO Project
I have few untested ideas for how to create a force in enemy province. Basically, you use either #nextspell or #onebattlespell to create a chain that goes like this:
1) teleport effect 2) summon units/commander effects 3) returning (that only affects the caster) It might go like this: i: ritual teleport, nextspell ii ii: farsummon/summon 1, nextspell iii iii: farsummon/summon 2, nextspell iv iv: returning Or like this: i: ritual teleport, nextspell ii ii: farsummon 1, nextspell iii iii: farsummon 2, nextspell iiii The commander that teleports with the force has #onebattlespell "returning". This is a way for the watcher nation to insert troops without losing mages. I don't know if these work. |
Re: Monster SCENARIO Project
That will be great.
To also use it as as an event generator, is there anything that does a random placement for that initial teleport? |
Re: Monster SCENARIO Project
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Re: Monster SCENARIO Project
Those are the spells I was thinking.
Has anyone dismantled them? DrP or Endo maybe? |
Re: Monster SCENARIO Project
Do a teleport / gate effect to their province IDs. The Arena is province number 0 (actually named Ladakh Sanctuary in the fatherlnd files for some reason, maybe KO or JK were on a spiritual journey once?) and those others have the province IDs -1 down to -3.
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Re: Monster SCENARIO Project
Interesting. That must be why the 1500 province limit never seems to get me anything above 1495
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Re: Monster SCENARIO Project
hmmm will you move back after summoning though since I guess the magic movementphase has already passed then (or not happened when summoning)
needs to be tested, but not by me today. Dom 3K has a nice multifarsummon spell though which could be easily adjusted for your purposes. |
Re: Monster SCENARIO Project
My apologies ahead of time to the DIY crowd. Some stray thoughts on the subject of modding events which has come up again. I guess Im supposed to just make notes on my own computer but Id rather keep public notes in case someone else wants to go with it.
ANYWAY what I was thinking was this.... Most of the events come as messages. Some nice story-line text along with a gift of some sort. The messages could be easily duplicated by having an admin-run nation in the game (such as the Watchers mod I created) to send them. But it wouldnt be very random that way. Especially for solo play. But the program AutoHotKey can duplicate the action of typing in a message and sending items. Ive already used it in some Dom3 situations to program long actions to a hot key such as WindowsKey-A or MetaKey-B. But it doesnt have to be a keypress. It can be a playback recording of all mouse movements, clicks, and keyboard typing. Im thinking that an external program could be written to randomly decide each turn to run one of the playbacks. Besides the usual fairs and merchant gifts and pirate ships, we could expand also. I think that one of the spells that summon an attack group to a far province uses fairly unique units that are not purchasable by others. That means that the mod could keep changing the units between attacks. But Im thinking this would only work for solo play or mp players would have to receive a copy of the new mod each turn. Some things can be gotten from game logs and used as events. Such as a message saying that a wandering merchant brings a tale of a great fight in xxxxxx province between xxxxx and xxxxxx. Or maybe that the merchant was part of a caravan delivering a gift of xxxxxx sent from one player to another. |
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