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-   -   Maggots (http://forum.shrapnelgames.com/showthread.php?t=35588)

Stavis_L April 21st, 2010 09:34 PM

Re: Maggots
 
Hrm...well, the latest patch did indicate that there was a change to the *description* of Maggots...perhaps an unintended change crept in alongside?

thejeff April 21st, 2010 09:53 PM

Re: Maggots
 
True, there were a bunch of visual and other changes to spells in that patch.

That's it. I just tried it with the previous patch, which I still had lying around.
Did with the Debug mod to avoid research time. Maggots worked as I remembered it.
Opened it with the new version and the battle replay showed the weirdness.
Definite 3.24 bug.

Bananadine April 21st, 2010 10:16 PM

Re: Maggots
 
Heyyy. I guess this means Maggots is actually a new spell (for now), and I can use it as such on my next turns!

Thanks for checking.

Burnsaber April 22nd, 2010 04:21 AM

Re: Maggots
 
Quote:

Originally Posted by Bananadine (Post 741652)
Heyyy. I guess this means Maggots is actually a new spell (for now), and I can use it as such on my next turns!

Thanks for checking.

This is a pretty odd bug and could really be a nasty suprise to someone who *really* needs to counter that Prince of Death or something.

The following mod code fixes the spell to work like it used to and I have tested it. (I'll be sure to add it to CPCS):


Code:

#selectspell "Maggots"
#effect 7
#spec 67125376 -- AN,  Always hits, only hits UD
#damage 50
#end


thejeff April 22nd, 2010 08:07 AM

Re: Maggots
 
Nice. I was wondering if a fix could be modded in, but I don't know enough about spell effect modding.

I'd like to see this added to the current version of CBM, since that's the most used mod.

Stavis_L April 22nd, 2010 08:44 AM

Re: Maggots
 
Quote:

Originally Posted by Burnsaber (Post 741686)
The following mod code fixes the spell to work like it used to and I have tested it. (I'll be sure to add it to CPCS):


Code:

#selectspell "Maggots"
#effect 7
#spec 67125376 -- AN,  Always hits, only hits UD
#damage 50
#end


Quote:

Originally Posted by thejeff (Post 741709)
Nice. I was wondering if a fix could be modded in, but I don't know enough about spell effect modding.

I'd like to see this added to the current version of CBM, since that's the most used mod.

Hrm...wouldn't it be better to make it a standalone "maggot fix" mod, rather than rolling it into either of the aforementioned omnibus mods? The reasoning being that if the effect does get officially fixed by Illwinter, then the change would be at best redundant.

Also, no offense Burnsaber, but the CPCS would be a lot to add if all you were looking for was a maggot spell fix.

thejeff April 22nd, 2010 09:18 AM

Re: Maggots
 
I was hoping a CBM change could be added to the existing version, so that the fix could be applied to ongoing games.

You can't add a new mod to an existing game, but changes to mods that are already in use will work.

Burnsaber April 22nd, 2010 10:00 AM

Re: Maggots
 
Well, the best part would be to add it to CBM, but I think that CBM 1.7 is likely at least 6 months away.

I'll make it a stand-alone quickfix mod sometime this evening to the modding subforum.

thejeff April 22nd, 2010 10:37 AM

Re: Maggots
 
It would be better to have a new stand alone mod than to include it in CBM 1.7.

I was suggesting a quick fix to CBM 1.6 to provide a fix for existing games.
I'll suggest it in the CBM thread.

Burnsaber April 22nd, 2010 02:13 PM

Re: Maggots
 
Okay, made the mod and the thread for it.


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