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Endoperez said:
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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"Dai-Oni", and then changing earlier version of Jomon so that it recruits units nr 1999 instead of Dai-Onis, which have been replaced by marsupilami.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.
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Yes I understand it Endo, so we can change the summoning spells to summon other monsters when we want. [Change the monster itself..but it can work.] Well basically no modder would change lot of summons I guess, only if the mod is a total conversion mod. [TC mods are all about changing the vanilla game as much as possible, and they can be decent, check out the Civ 3/4 mods for example] Me and my friends here will make a TC mod, and lot of summoning spells will be changed. [Also specific spells will be disabled etc.]
However! If we cannot change the spell name / description, its just not possible to make a TC mod then. It wouldn't make any sense. I mean for example you cast "Iron Dragon", but the spell will summon 2 trolls, because it was changed in the mod. Hopefully we can edit spell names and descriptions also, or at least later on with a patch.
