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May 19th, 2010, 08:47 AM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
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Spell Numbers
I´m creating a mod where i will change a lot of spells, making Battle spells that need gems to be gemless (but with higher magic path requirements) but i´m having problems by modding them by the spell names as i keep getting errors that there is not spells with such names..... according to the mod manual you can mod them with spell numbers too, but where do i find these spell numbers?
Thanks.
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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May 19th, 2010, 01:03 PM
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BANNED USER
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Join Date: Jan 2009
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Re: Spell Numbers
Here is a list (first two columns are number, name) that I got from lch, but I suspect your problem is actually something else.
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May 20th, 2010, 03:44 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Toulouse, FRANCE
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Re: Spell Numbers
Be aware that removing gem cost from some spells can mess the AI.
Touch of madness used to be gemless, but the AI was sometime casting it on your mages and archers, the gem cost was first added in mods, and later in a patch to prevent the problem.
Battle summons can also be a problem, as they have a high priority for the AI : remove the gem cost from "summon fire elemental" and unscripted fire mage will almost never cast anything else.
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May 20th, 2010, 10:46 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
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Re: Spell Numbers
By the way, the term AI here does not mean just computer players.
The AI of your own mages as far as how well they follow their own scripts can be affected.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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May 24th, 2010, 08:49 AM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
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Thanked 6 Times in 6 Posts
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Re: Spell Numbers
Thanks Pyg! After changing the names for the spell numbers it started working now.... i´ll continue the mod...
About the poor AI choices for spells.... maybe if i keep spells that are not intrinsically good with gem costs (like TOuch of Madness) it will not be so bad.... also, i´m increasing mage path levels for the changed spells, so not every mage will be able to use them, but only higher level ones.... also, all changed spells will still have 99 fatigue so, barring communions that the AI rarely uses, a mage will at most be able to cast it twice per battle....
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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