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Mists of Deception fix mod - New version
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This mod replaces the spell Mist of Deception by a non abusable version, keeping the spirit of the original spell.
Spells ghost wolves and phantasmal warrior had also to be remade (just the names of the researchable versions are changed except if I made a mistake) to allow me to use the originals in #nextspell effects. Mod has now a normal Mist effect and summon per round : - (level+1) ghost wolves - (levelx2) +1 phantasmal warriors - 2 phantasmal beasts (far more effects than the original, but original MoD without its bug would be extremely weak for a level 8 spell) All coming from the sides (border summon). Mist and summon effect remain active and creatures continue to fight even if the mage leaves the battlefield but after 9 rounds, the spell will stop to summon creatures then the battle will end normally. (there is a special graphic effect on the mage square as long summoning is in action). The spell can be cast several times for expanded duration / number of summons, but is no longer perpetual. If a defending mage cast it in round 41 it may still autorout opponents, but I think it's very unlikely to see a mage having gems to cast this spell after 40 rounds). Edit : fixed a problem with phantasmal warriors and ghost wolves remakes, except I can't find the good graphics for these effects, the spells are now what they should be. |
Re: MoD mod
A very fine idea. This makes the spell still usable for those who have voiced concerns over it and doesn't hurt its usefulness too much.
Would be nice if it would give more than one type of unit. The original spell generates Phantom Beasts and other wonderful creatures, too. Maybe you can vary the unit output and throw in a little randomization, too? |
Re: MoD mod
It should be possible as there are already multiples unit summon spells but I don't know how to make one (except with nextspell but it's already used for the mist).
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Re: MoD mod
Nextspell in mist as well.
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Re: MoD mod
That would mess up the vanilla spell mist though.
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Re: MoD mod
Mist of Deception #nextspell mists of phantasms #nextspell mists of false horrors #nextspell phantasmal wolves #nextspell Mist.
To use custom spells, easiest way is to #copystats existing spell and alter the original. That might or might not ruin the indep grimorie, but it does produce the wanted effect and works with all mods. |
Re: MoD mod
double post, please ignore
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Re: MoD mod
But if you #nextspell user made spells it causes a whole bunch of other problems, non?
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Re: MoD mod
Quote:
Mists of Deception has id X. #copyspell X to get Mists of Deception, add #nextspell X. Selectspell X, clearspell, replace with a spell for summoning phantasmal beasts or whatnot. Add #nextspell Mist Result: All nextspells refer existing spells, thus it all works just fine. I haven't tested it myself, and unfortunately I don't remember the thread this was mentioned in, but it was tested by the OP IIRC. Much better than my solution. |
Re: MoD mod
Quote:
I know onebattlespell works using just the name for basegame spells. |
Re: MoD mod
You only have to refer to them by number if they are user made. Since we're discussing custom spells I thought explainig the work-around would be enough and omitted some less important fetails...
Also, I'm not sure if you can link to a renamed vanilla spell via the new name. I think it's possible, but it's not important. |
Re: MoD mod
v0.2 removed the researchlevel 0 I used for test http://forum.shrapnelgames.com/images/smilies/wink.gif also made it scale more by level (60+4xlvl instead of 80+1xlvl).
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Re: MoD mod
The description inside the game reads number of effects: 84+ fatigue cost: 200 air gems required: 2 Is this the correct results? (just wondering) |
Re: MoD mod
Yes as the spell is castable by a level 6 mage
60+ (6x4) = 84 effects minimum. |
Re: MoD mod
1 Attachment(s)
I just found a better fix for MoD (attached a test version with researchlevel 0).
It's actually possible to recreate the spell with limited duration via mod commands ! I just figured it and I think I have the beginning of a solution for a definitive fix by mod. I first tested #effect 5081 to make the battlefield enchantment last 5 rounds (adding x000 -with x < 10- to an effect make it a cloud with duration of x round), but if the spell is displayed with "5 round duration", it doesn't work for BE. But, it's possible to create a cloud with limited duration summoning units each round, with the effect x001. So I've created a spell making a summoning cloud on 5% of the battlefield, with a duration of 3 rounds, one ghost wolf appearing per round in each square, and it works. Creatures don't disappear after 3 rounds but the clouds disappear and stop to summon more then battle ends normally. It's then possible to add mist as a secondary effect (using nextspell) , or spells summoning other creatures as nextspells. The only problem is actually : as the spell is no longer a battlefield enchant mages can chain cast it (= really huge ghost wolves army). Perhaps a workaround can be found using Mist (BE) as the primary effect of the spell, and the summoning clouds in nextspell, so the mages don't recast the spell. ps : 3 rounds duration is short, but one creature on each square on 5% of the battlefield = far more effects per round than the original MoD spell |
Re: MoD mod
Even better, limited duration works for border summon, so it's possible to make MoD a spell of a duration of 9 rounds summoning units on the edges of the battlefield (with number of effects = total wanted, instead of a number of effect per square).
Ie, this version : #selectspell "Mists of Deception" #researchlevel 0 #effect 9043 #damage 298 #nreff 2004 #end make (4 + 2/lvl) ghost wolves spawn each round during 9. |
Re: MoD mod
I think I now have a good fix, keeping the spirit of the original spell.
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Re: MoD mod
Incredible! Good work Twan.
(Incidentally I haven't tested it, but will try to have a look before KingMaker starts). |
Re: MoD mod
I have given Llamabeast the license to use whatever mod he desires to fix the spell for Kingmaker. Thanks for the work Twan!
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