Thread: Mod CBM 1.7 released
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Old November 17th, 2010, 09:13 AM

Calahan Calahan is offline
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Default Re: CBM 1.7 released

Quote:
Originally Posted by Aethyr View Post
Quote:
Originally Posted by Calahan View Post
Gem generating summons sound an interesting idea in the 'investment strategy' area of the game. But I think the only way they'd work is if each nation was given X national uniques as a way of limiting them. As I doubt house rules (the same as house rules for items) to limit their numbers would work due to genuine player counting errors, and intential rule bending (plus all the other reasons TheConway pointed out).

And right now 10+ unique summons for each nation will likely overshoot the mod spell limits by quite a way (until the next patch comes out at least).
This makes sense. I'm not a modder, so this may be a bad question, but would there be a way to limit the actual number of these "uniques" that could be "in play" at any one time for each nation?
As far as I know, and I may well be wrong since my knowledge is limited, modding unique spells is limited to pinching and overwriting the unqiue spells from an already existing unique summom spell, as you can not 'create' a new unique summon spell.

I believe a lot of modders have used the Ashdod spells (for example) for their mod nations, since that nation is never allowed in most games anyway, so it's spell slot won't be getting used. But the Ashdod set of spells can only be used by one nation per game, (again I might be wrong with my knowledge of modding limits), which means it's currently not really possible to mod each nation to have a unqiue set of summon spells (unless it was a very small game, and all the other unique summons in the game were pinched and overwritten in order to get enough unique summon spells for everyone)
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