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Re: CPCS - CrossPathCombatSpells - v0.2 is out!
Burnsaber: Oh, it's possible, but not from an AI perspective. The deviation of a spell is dependent on both the range of the spell and its precision, correct? Thus, what's to stop
Curse of Avalon AAN Range: 30 Prec: -10 (very important) AoE: 10 Effect: Grants Luck (MR negates easily) Secondaryeffectalways: Curse (no MR) Sure, the computer will try to use this as a buff, not a debuff... but what if the computer can't target it more than a 'general area'? My experience is that in 'large battles' the spell will overlap offensive and defensive lines at times. Once you get the computer to cast it, you can tune the precision of the spell to hit in the general area without always hitting the people you want. Oh, also... is there any way to get a Battlefield Enchantment version of Haunted Forest? |
Re: CPCS - CrossPathCombatSpells - v0.2 is out!
[quote=JimMorrison;673174]
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Yeah, it's awesome, so it is possible. It also could be possible to make it its awesome landlubber counterpart (S/F), which bordersummons awesome T-Rexes on even more awesome fighter jets, awesomely accompanied by the whole League of Justice and the Watchmen. Unfortunatly my awesomthurgy is bit rusty and I can't make the requied monster sprites into existence by sheer force of will. Only ones awesome enough for that kind of awesomthurgy magicks are Batman and Dr.McNinja. Aezeal: Ahh.. the memories.. BG2 was awesome. Quote:
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Re: CPCS - CrossPathCombatSpells - v0.2 is out!
I think you shouldn't make this mod into a "good spells with bad side effects/bad spells with good side effects" mod by accident. There's potential for cool ideas there, but I think it should be a minority of spells at most.
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Re: CPCS - CrossPathCombatSpells - v0.2 is out!
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I just realized. I'm 8 spells ahead scheducle! If I manage to continue at this space, I should have the mod done by the end of month. Hopefully I (or some helpful soul :hint:) will figure something for the missing slots before I get the all of the currently planned spells done. Oh look, someone listed the missing paths combinations. How convenient! F/A, W/E, W/S, S/E, D/E, D/W |
Re: CPCS - CrossPathCombatSpells - v0.2 is out!
Okay, I had spells listed, but then lost them. Here I go again.
Clinging Fumes FA Range: 20+ AoE: 1+ Prec: 2 Fatigue: 30- Damage: 5+ (AP, Fire), 20+ stun (AN, no lifeless) Secondaryeffect: FR -25 W/E Summon Clayman, or Bog Down WE Range: 30+ AoE: 1+ (cloud) Prec: 0 Fatigue: 50- Damage: 10 (Poison) SecondaryEffect: Earth Meld W/S Celestial Ice WS Range: 35+ NoE: 5+ Attack: One person Damage: 3 AP (x3 vs. Undead, Demon, Magic), 10 AP Frost More later, perhaps. |
Re: CPCS - CrossPathCombatSpells - v0.2 is out!
I'll start with some bad news, see this spell?
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Celestial Waters 1W1S - The caste conjures some enchanted water from the celestal planes. This water is quite refreshing and tastes good to regular mortals, but if it touches a fanatical servant of a false pretender god, it will burn her like thousand hells. (very low level, small aoe, does some AN damage vs sacreds) Quote:
I also kept thinking on the sacred hate issue, and now I find myself wondering if I should do a H2 "smite sacreds" spell (just like smite, but on sacreds only). I know it is outside the jurisdiction of this mod, but it seems like a thematic and not too powerful way to try to fend off an early sacred rush. |
Re: CPCS - CrossPathCombatSpells - v0.2 is out!
I don't believe sacred rushes are now considered overpowered, are they? I'm not sure.
You could make the Gaia spell MR-negates. I'm not quite sure what the justification would be, but it would make it more reasonable. A crazy thing you could add to it would be summoning of some vinemen as well. As in, the vegetation comes alive, some of it grabbing the enemies and some of it forming vinemen to finish them off. |
Re: CPCS - CrossPathCombatSpells - v0.2 is out!
Yeah, my feeling is that probably you should leave out overarching balance attempts, like "nerf sacred rushes". That's really down to QM and CBM, and if you feel his efforts aren't sufficient you could always make a bonus mini-mod with an anti-sacred spell.
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Re: CPCS - CrossPathCombatSpells - v0.2 is out!
Burn: We can't actually give resistances? How awful. That would give us so many more tools....
The reason that the Ice spell has two damage components, with one that does 'extra' damage to Undead, is so that it can actually hurt them... rather like Astral Fire is the only Fire that burns underwater, I wanted Celestial Ice to be the only type of Ice that can hurt Undead. D/W Stygian Flow DW Range: 40+ AoE: 1+ Effect: Feeblemind |
Re: CPCS - CrossPathCombatSpells - v0.2 is out!
You can give resistances (in chunks of 50 or 100%), but you can't take them away, because there are no spells like that in vanilla.
Most vanilla spell effects can't be modified. So, you can give +4 MR (like Antimagic), but you can't give +3 or any other value. |
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