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DominionsFan said:
Yeah but names and descriptions can be changed also, no?
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IIRC, no. As I said, I don't remember new spell modding commands being added into Dom3 release version.
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Anyways I don't get it now.
Let's see...so basically we can change any existing spells in the game and make it available for only one nation?
The other question is...can we change the summoning spells? Example: Summon MonsterX -> Summon MonsterZ, so that the spell will summon a new monster instead of the old one.
I think that these things were discussed before, but I am confused about this again.
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We can't change the spell, but we can change the unit. I'll give an example: we can't change Shinuyama national spell that summon Dai-Oni. We can change the Dai-Oni unit into a marsupilami, though, and because the spell chooses units via monster numbers, the Summon Dai-Oni spell will instead summon a marsupilami. However, the Early Age recruitable unit Dai-Oni will also be replaced by marsupilami. Sometimes this can be averted by e.g. creating a new unit (nr 1999), using #copytstats "Dai-Oni" and #copyspr "Dai-Oni", and then changing earlier version of Jomon so that it recruits units nr 1999 instead of Dai-Onis, which have been replaced by marsupilami. We can also create a new magic site which allows the recruitment of national-only commanders, which allows few more tricks. However, we can't change Pack of Wolves to summon marsupilami without all other instances of wolves becoming marsupilami as well, including but not limited to those wolves that answer Howl, the wolves that appear when a Wolf Rider dies, the wolves summoned by Summon Animals and Animal Horde, wolves trained by Wolfherds, etc.