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Modding: Rift Gate Summon Skill
Is there any way to modify summoning skill necessary to use the Rift Gate, and the probability of insanity?
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Re: Modding: Rift Gate Summon Skill
You'd expect this: No.
I think you can mod units to have a specific starting summoning skill, though. I didn't check. |
Re: Modding: Rift Gate Summon Skill
hmmm can't seem to remember ever having seen that skill. I've never looked specifically for it in the docs but considering the fact I've glanced through them at least a zillion times I'd have guessed that if something as interesting as that was there I'd have seen and remembered
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Re: Modding: Rift Gate Summon Skill
Could you copy the Starspawn unit, and then modify it into another type of unit, then?
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Re: Modding: Rift Gate Summon Skill
sure you could or one of those lesser used void summons maybe. Just remember you copy anyother special abilities too. I've made a direct copy of the starspawn in dom3K and only changed weapons and that works.
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Re: Modding: Rift Gate Summon Skill
Thanks all, but never mind about that. I have a new problem in that my god's dominion spreads so fast and powerfully that the entire world is covered in a couple years, wiping out all other civilizations.
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Re: Modding: Rift Gate Summon Skill
in SP that might be because you chose dom 10 and the AI just has AI 1 or something. Or you gave him or a trooper/commander an insane high spreaddom command.
If it's the first: give the AI better pretenders if it's the second: change it maybe there are other options but this is what I can think of. |
Re: Modding: Rift Gate Summon Skill
So I should set the AI to "AWESOME"?
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Re: Modding: Rift Gate Summon Skill
ahm that could help, since there are more points to distribure I think, sadly they'll get much more income too which might not be a nice. but I don't think their basic pretender making skills really get better.
If you want good enemy pretenders without higher AI then you could start with all humans creat their (thematic and usefull) pretenders yourself and go AI |
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