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Customized Magic?
Hello, friends.
While working on my High Elves mod today, I realized that a critical component of the elves are missing. Basically, magic. I believe I should be able make new spells and all, but is it possible for me to make a new path of magic? Or would that be a separate mod all together? See, I was thinking of creating a separate path for "High Magic," but would it be more plausible for me to toss all of my proposed High elf spells into one path instead? Regard, Caradryan. |
Re: Customized Magic?
If you take a look at my Lizardman mod you can see how I've handled high magic. I think the current dom3 magic system is fine for Warhammer, you just need to think about it, see how the paths match up. I'm currently working on a Colleges of Magic mod which takes each of the core Lores in Warhammer and sets them out in dom3 terms (eg Bright = pure fire, evocation school, gold = earth and fire primarily, alteration, grey = death and air, enchantment etc)
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Re: Customized Magic?
In that case, is there a command I could use to limit certain spells to only High Elven mages? Flames of Asuryan, for example, would be a pretty nifty idea, but it wouldn't be the "Flames of Asuryan" if EVERYONE gets it.
I suppose I'll just have to make High mages something like multi-pathed experts. Not sure how well the balancing would work... Perhaps, if there's a way to code it. (Though I have no idea how to code for growth rates). You could recruit only adepts or trainee mages, and these mages would level up over time? I.E. Gain four new paths over the first year, three in the second, two in the 3rd, and one more for every twelve turns they spend researching. |
Re: Customized Magic?
And no, you can't mod a new path of magic.
I'd suggest making High spells use astral as their primary path and then possibly having a secondary path, depending on the spell. There used to be a high magic spell that moved terrain for instance - this could be primary astral, secondary earth and result in earth grips and a bunch of physical damage. |
Re: Customized Magic?
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No, you can't code mages to get stronger that way. Well you can, as you can do most things with modding in dom3 to an extent, but it won't work the way you want. There are a bunch of ways you can do this though. You could have one 'type' of mage which is more fire, water, air and astral, who is a battlemage. And one who is more nature, earth and astral and is prefers sitting back casting rituals and researching etc. That isn't how I'd do it, I'm just pointing out possibilities. |
Re: Customized Magic?
Considering some of the questions it might be good to first read the modding manual since then you will have a much better idea of what commands there are and what can be done in general.
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Re: Customized Magic?
Or if you are more the "example" type, download a bunch of the mods and look at them. Quite abit of it is fairly clear by just seeing how its done.
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Re: Customized Magic?
That's the downloadable manual here, right?
I got my copy of Dominion 3 at a garage sale with only the CD-key, as the owner has lost everything else. |
Re: Customized Magic?
No, we dont tend to recognize those copies. You might want to talk to support here.
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Re: Customized Magic?
well the latest manual is with the latest patch, no need to DL it seperately.
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