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Showing results 51 to 75 of 466
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Posts Made By:
Stavis_L
Forum:
Scenarios, Maps and Mods
November 17th, 2010, 09:53 AM
Replies:
185
Mod:
CBM 1.7 released
Views:
59,207
Posted By
Stavis_L
Re: CBM 1.7 released
For reference, I believe the options for multi-unique summon spells are:
1) The various elemental royalty summons
2) The demon princes (ice, fire, heliophagi, demon lords)
3) The treelords
4)...
Forum:
Scenarios, Maps and Mods
November 17th, 2010, 09:47 AM
Replies:
185
Mod:
CBM 1.7 released
Views:
59,207
Posted By
Stavis_L
Re: CBM 1.7 released
1) Yes, this would need to be done via map commands vs. mod commands, because
2) Yes, you are hard limited to 2 commanders at the start (i.e. the starting commander + the starting scout.)
(I...
Forum:
Scenarios, Maps and Mods
November 17th, 2010, 09:39 AM
Replies:
152
Remove Curses and Horror Marks?
Views:
42,530
Posted By
Stavis_L
Re: Remove Curses and Horror Marks?
Best way to find out is to try it. For that, you'll want to see the modified unit; easiest way to do that is to use map modding to place a commander version of the unit in the starting province of...
Forum:
Scenarios, Maps and Mods
November 17th, 2010, 09:29 AM
Replies:
152
Remove Curses and Horror Marks?
Views:
42,530
Posted By
Stavis_L
Re: Remove Curses and Horror Marks?
You could handle this a couple of ways. If you just want to remove the site, the easiest way is to set the rarity to 5 so it never gets randomly assigned.
If you want to keep the site but remove...
Forum:
Scenarios, Maps and Mods
November 16th, 2010, 03:03 PM
Replies:
152
Remove Curses and Horror Marks?
Views:
42,530
Posted By
Stavis_L
Re: Remove Curses and Horror Marks?
One slight clarification - the horror marking effect itself can't be removed from weapons 367 and 368 (both named "Horror Mark".) It's probably hard coded to the weapon number (note that horrors...
Forum:
Scenarios, Maps and Mods
November 16th, 2010, 02:46 PM
Replies:
10
Mordar Balance
Views:
3,761
Posted By
Stavis_L
Re: Mordar Balance
No comments as to balance, but just a question as to whether you're intentionally changing spelling vs. the LoTR text? (for instance "Mordar" vs. "Mordor" and "Eleophants" vs. "Oliphaunts" or...
Forum:
Dominions 3: The Awakening
November 16th, 2010, 12:47 PM
Replies:
7
Ritual of Rebirth
Views:
2,434
Posted By
Stavis_L
Re: Ritual of Rebirth
Perhaps some other player resummoned it in the meantime? (which would mean that you would no longer "own" that unit for RoR purposes.
Forum:
Scenarios, Maps and Mods
November 16th, 2010, 09:21 AM
Replies:
152
Remove Curses and Horror Marks?
Views:
42,530
Posted By
Stavis_L
Re: Remove Curses and Horror Marks?
So I guess there's no way to "erase" the effect instead?[/QUOTE]
No, there isn't a "#clear" command for weapons. That said, only horrors use the "Horror Mark" weapon, so the list of units to...
Forum:
Dominions 3: The Awakening
November 15th, 2010, 07:55 PM
Replies:
11
How does magic resistance work?
Views:
3,441
Posted By
Stavis_L
Re: How does magic resistance work?
You go blind (unless you're Agarthan, in which case you're already blind.)
Oh, you were wondering if it helped penetration? As per usual, two items granting the exact same effect don't stack.
Forum:
Scenarios, Maps and Mods
November 15th, 2010, 06:23 PM
Replies:
12
Mod:
Mistica: A Magocratic Police State (LA) - v 0.2
Views:
9,475
Posted By
Stavis_L
Re: Mistica: A Magocratic Police State (LA) - v 0.2
It's definitely not meant to be mindless; see the description of its will searing itself into your soul. Lifeless/inanimate is debatable. Note that the elemental royalty are neither mindless nor...
Forum:
Scenarios, Maps and Mods
November 15th, 2010, 06:17 PM
Replies:
152
Remove Curses and Horror Marks?
Views:
42,530
Posted By
Stavis_L
Re: Remove Curses and Horror Marks?
How do you go about doing this exactly? Do you have to stat out the whole item? Or can you just make one change and it will drop any "special" properties? If the former, do you need something in the...
Forum:
Scenarios, Maps and Mods
November 15th, 2010, 11:58 AM
Replies:
12
Mod:
Mistica: A Magocratic Police State (LA) - v 0.2
Views:
9,475
Posted By
Stavis_L
Re: Mistica: A Magocratic Police State (LA) - v 0.2
It's definitely not meant to be mindless; see the description of its will searing itself into your soul. Lifeless/inanimate is debatable. Note that the elemental royalty are neither mindless nor...
Forum:
Scenarios, Maps and Mods
November 15th, 2010, 09:21 AM
Replies:
12
Mod:
Mistica: A Magocratic Police State (LA) - v 0.2
Views:
9,475
Posted By
Stavis_L
Re: Mistica: A Magocratic Police State (LA) - v 0.2
I wasn't really trying to make them weaponless per se; I just hadn't considered the weapon as it was just using a copy of the base juggernaut. I think crush is reasonable, though.
Hope it's not a...
Forum:
Scenarios, Maps and Mods
November 15th, 2010, 09:16 AM
Replies:
9
Map:
Lands of Lore: Handdrawn Map, done (sorta)
Views:
4,997
Posted By
Stavis_L
Re: Lands of Lore: Map in the making
Some units have maluses to magical abilities (for instance, mermages have penalties to water magic when on land.) If you post a stretch of your code, we could look at it and perhaps see what's wrong.
Forum:
Scenarios, Maps and Mods
November 15th, 2010, 09:13 AM
Replies:
152
Remove Curses and Horror Marks?
Views:
42,530
Posted By
Stavis_L
Re: Remove Curses and Horror Marks?
For items, you make them research level 12 (as TheConway points out.)
For weapons/armor, you either
1) Mod the units using them to use different weapons/armor (e.g. change the horror's "astral...
Forum:
Scenarios, Maps and Mods
November 15th, 2010, 09:09 AM
Replies:
154
Wishlist:
Modding shortlist
Views:
32,452
Posted By
Stavis_L
Re: Modding shortlist
If it's for single player, you could also modify the pretender using map commands. You'd need to disable cheat protection, but since you're the only player, not a big deal. The biggest downside is...
Forum:
Dominions 3: The Awakening
November 13th, 2010, 06:08 PM
Replies:
6
Jervellan Wall
Views:
2,656
Posted By
Stavis_L
Re: Jervellan Wall
The site/fort have nothing to do with the Mage recruit. There must be another site there giving you that.
Forum:
Scenarios, Maps and Mods
November 11th, 2010, 09:43 AM
Replies:
185
Mod:
CBM 1.7 released
Views:
59,207
Posted By
Stavis_L
Re: CBM 1.7 released
You can't mod either the magic boost attribute or the gem-gen attribute. That means that you only had the Boots of Antaeus, Pebble Skin Suit, or Tome of Gaia to choose from as existing earth...
Forum:
Scenarios, Maps and Mods
November 11th, 2010, 09:33 AM
Replies:
185
Mod:
CBM 1.7 released
Views:
59,207
Posted By
Stavis_L
Re: CBM 1.7 released
You do realize this would obsolete Lightweight Scale Mail? Not that that's necessarily bad...
Moving to 1-hand would definitely open up to potential situational use...
Do people make...
Forum:
Dominions 3: The Awakening
November 11th, 2010, 09:05 AM
Replies:
4
Which weapons ignore shields?
Views:
2,326
Posted By
Stavis_L
Re: Which weapons ignore shields?
The best place to look for this information is in Edi's database.
In the Weapons tab, you'll see a column called "flail". Weapons in that column behave according to the flail/morningstar mechanic...
Forum:
Scenarios, Maps and Mods
November 1st, 2010, 09:02 AM
Replies:
2
First modding project
Views:
2,092
Posted By
Stavis_L
Re: First modding project
One minor point - the game expect UNIX style end-lines, so some of the information about formatting in the modding manual won't work with DOS/Windows style end-lines in the mod file. There are any...
Forum:
Scenarios, Maps and Mods
October 30th, 2010, 10:20 PM
Replies:
12
Mod:
Mistica: A Magocratic Police State (LA) - v 0.2
Views:
9,475
Posted By
Stavis_L
Re: Mistica: A Magocratic Police State (LA) - v 0.2
Updated to v.02 - see first post.
Forum:
Dominions 3: The Awakening
October 27th, 2010, 07:55 PM
Replies:
8
How to view national units?
Views:
2,518
Posted By
Stavis_L
Re: How to view national units?
Try the Dom III wiki that lch put together?
http://dom3.servegame.com/wiki/Main_Page
Forum:
Dominions 3: The Awakening
October 26th, 2010, 07:58 AM
Replies:
2
Soul Contract
Views:
2,140
Posted By
Stavis_L
Re: Soul Contract
Actually, the blood-based heart items (black heart, etc.) should not receive a discount either (as of several patches ago, IIRC.)
Forum:
Scenarios, Maps and Mods
October 19th, 2010, 08:32 PM
Replies:
58
Mod:
Community Sprites Update Mod v1.06
Views:
16,868
Posted By
Stavis_L
Re: Community Sprites Update Mod v1.06
I think most of the people who were contributing more or less vacated this forum in favor of the one here (it's on the 3rd page of the mods thread):
...
Showing results 51 to 75 of 466
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