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Re: Modding shortlist
I think you can reduce the cost of new spell paths and initial cost of pretender physical shape, would this help?
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Re: Modding shortlist
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--Mantis |
Re: Modding shortlist
I guess if that's the only way. Thanks for the help.
I kinda just wanted to just play around with the lesser used (never used) chassis for fun with different amounts of points. But I guess I could just modify their stats instead. |
Re: Modding shortlist
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Re: Modding shortlist
I think this is the right place for this.
Monster command requests. #sacredawe <nbr>: halt heretic, with number given as per awe command. #remove <"ability">: There are a lot of special abilities in the game that the only way to make use of them in modding is to copystats some monster. Unfortunately, a lot of these monsters come with baggage abilities. Some of these abilities cannot be cleared, specifically the binary ones, without also clearing the ability that was desired in the first place. Rather than request a way to implement every single ability in the game, a way to spot-remove an arbitrary ability would be very helpful. Most of these abilities are things we can currently give to monsters (for example: flying), but have no way to take away. (There are certain abilities we can take away - currently anything which takes an argument can be set to 0 to basically not function. But anything like #ethereal, #flying, #coldblooded, etc... cannot be removed without #clearstats. The specific case i'm currently annoyed by is trying to use Iron Angel's Halt Heretic 8, but i want a unit that doesn't fly.) |
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