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-   -   Warhammer Dwarfs, discussion/hype thread (http://forum.shrapnelgames.com/showthread.php?t=43967)

Fantomen October 8th, 2009 03:45 PM

Re: Warhammer Dwarfs, discussion/hype thread
 
Ah, too bad.

Jack_Trowell October 9th, 2009 05:50 AM

Re: Warhammer Dwarfs, discussion/hype thread
 
Quote:

Originally Posted by Burnsaber (Post 713931)
Quote:

Originally Posted by Fantomen (Post 713929)
Like was sugested in the ork thread, canĀ“t you just make them cast a #onebattlespell reducing their paths during battle?

That suggestion was for boosting orc shaman paths in combat by making them #onebattlespell the "Power of the Spheres" spell.

However, there is no spell (nor mechanic to mod one in) to make you lose power in magic.


Hum, maybe it is possible to mod a new spell by copying "Power of the Spheres" and giving it a negative damage (not sure if it will works, but it might be worth a try) ? You could then use this spell with #onebattlespell.

Burnsaber October 9th, 2009 06:03 AM

Re: Warhammer Dwarfs, discussion/hype thread
 
Quote:

Originally Posted by Jack_Trowell (Post 714040)

Hum, maybe it is possible to mod a new spell by copying "Power of the Spheres" and giving it a negative damage (not sure if it will works, but it might be worth a try) ? You could then use this spell with #onebattlespell.

I can see what you mean, but it just cannot be done. The "Power fo the Spheres" is a hardcoded buff effect. Modding it to reduce paths would be like trying make Regenreration to be hp-loss (a'k'a impossible).

I think that I have good compromise with the "enc 3 Runic Armor" treatment. The loss of a body slot is a shame, but not that much of a loss (whoa, you can't use Robe of the Sea! Big deal).

Sombre October 9th, 2009 06:03 AM

Re: Warhammer Dwarfs, discussion/hype thread
 
99% sure it doesn't work that way.

Burnsaber October 9th, 2009 06:13 AM

Re: Warhammer Dwarfs, discussion/hype thread
 
On a different notice, I've been thinking about the Gyrocopter. I've reached to the conclusion that even with "runemagic did it" explanation, I just can't see them thematically fitting with these no-gunpowder Dwarfs I'm making. It would stand out (in a bad way).

So I'm in a need of some ideas for an A1E1 engineer-summon (to mirror the F1A1 flamethrower summon). My mind keeps on drawing blanks.

Sombre October 9th, 2009 06:43 AM

Re: Warhammer Dwarfs, discussion/hype thread
 
Net launchers/harpoon guns.

Calchet October 9th, 2009 07:14 AM

Re: Warhammer Dwarfs, discussion/hype thread
 
I'd suggest thunderers or perhaps a scaled-down organ gun, firing runic lightning or something instead of bullets to keep within the NO GUNPOWDERS restriction. (...though it may well risk getting too skaven-y.)

Jack_Trowell October 9th, 2009 07:25 AM

Re: Warhammer Dwarfs, discussion/hype thread
 
For Runesmith, I have been thinking on another solution, that would use the #<landtype>shape commands to give them alternate forms with a negative magicboost in all lands except montains, so fluff-wise it would means having the runesmiths stronger in their home montains.

However there is no #mountainshape yet as far as the manual says. Maybe giving them #watershape, #plainshape and #forestshape ? But then they would get their increased shape in not only mountains, but also caves (no problem there I think) and swamps (and here, I have a hard time justifying it).

I suppose it could be almost

Sombre October 9th, 2009 07:44 AM

Re: Warhammer Dwarfs, discussion/hype thread
 
#plainshape doesn't mean plains, it means 'not forest'.

Jack_Trowell October 9th, 2009 08:00 AM

Re: Warhammer Dwarfs, discussion/hype thread
 
Quote:

Originally Posted by Sombre (Post 714058)
#plainshape doesn't mean plains, it means 'not forest'.

Oh, missed that, thanks.

So for now we can only mods a special shape for forest or land/water, too bad ... :(


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