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Old November 29th, 2006, 05:28 PM
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Default Re: Modding Magic Sites

Quote:
NTJedi said:
Is it possible to create magic sites which produce negative gems each turn?
Err... It might... I hope it isn't , but it might be. If the amount of gems were ever to go below 0, though, the game would probably crash.

Quote:
Will hidden magic sites work for recruiting creatures?
The modding looks like it's only possible to make magic sites for recruiting creatures used by nations starting with the magic site.
Sites have to be found to allow recruitment. This is always the case. Otherwise, it'd be really easy to find out all those Crystal Citadels and Towers of Nexus and Kingdoms of Elludia and Alchemists' Guilds and Pypriphlegatons' and the towers of the three metallic orders, not to mention Sages and Lore Masters.

Only #homecom and #homeunit are available. Similar, non-restricted commands have been requested. See the list I composed in the modding wishlist thread; it lists (most?) other things missing from site modding.
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