|
|
|
|
June 9th, 2010, 06:52 PM
|
Corporal
|
|
Join Date: Aug 2007
Posts: 55
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Multi-summon spells
Hi,
I'm trying to make some (themed) late-game diversity summons for a mod (the reason I don't simply take the Late Game Diversity Mod and use it is because I want something themed). In any case, I'm looking to make multiple spells that, similar to Tartarian Gate, randomly produce one or more summoned commanders. Also, the newest patches don't seem to update the modding manuals. So, three questions:
(1) Can I make a spell that summons multiple commanders?
(2) Can I make a spell that summons individual units only part of the time (the way that magic paths can be randomized to appear only some of the time)?
(3) Can I make a spell that summons either unit A or unit B (as Tartarian Gate itself does)?
|
The Following User Says Thank You to Professor_Dyar For This Useful Post:
|
|
June 9th, 2010, 08:28 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Multi-summon spells
1) A spell that summons multiple commanders at once? Uh... I'm not sure, but I don't think so.
2) You'd have to copy an existing spell to do this. I can't think of any with that specific effect though, so I'm pretty sure that's impossible.
3) Yes, you can make a spell that will do that. However in order to do that you have to overwrite the units from a spell that does it already, which unfortunately makes the ability to do so very limited. So if you wanted one with the same effect as tartarian gate, you'd have to overwrite the tartarians. Any other summons like that all involve unique summons, so would be limited in number.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
|
June 9th, 2010, 11:34 PM
|
Corporal
|
|
Join Date: Aug 2007
Posts: 55
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Multi-summon spells
Darn, well, thanks. Hopefully, I can find some kind of work around...
|
June 10th, 2010, 02:13 AM
|
|
Colonel
|
|
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
|
|
Re: Multi-summon spells
Quote:
Originally Posted by Professor_Dyar
(1) Can I make a spell that summons multiple commanders?
|
Actually, this is possible. Just use the #nextspell command to chain two commander summoning spells. Using this, you can also make a spell that summons a commander + units (not remotely though).
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
|
June 10th, 2010, 04:22 AM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Multi-summon spells
I knew if someone knew a way to do this, it would be you.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
|
June 10th, 2010, 07:43 PM
|
Corporal
|
|
Join Date: Aug 2007
Posts: 55
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Multi-summon spells
I was wondering if you might be able to chain it using #nextspell. Now I just gotta figure out a way to make the commanders (potentially) disappear! Thanks Burnsaber!
What I would like to do eventually, possibly after more patches that allow more modding commands, would be something like this:
SPell summons (troop of units 0).
Spell has a 30% chance of summoning (Commander 1). If spells (summons Commander 1), spell also summons (troop of units 1).
Spell has a 30% chance of summoning (Commander 2), and so on. I was thinking of it similar to magic paths, i.e. it's possible that the spell summons five different commanders, with their troops of units, and also possible that the spell summons no commanders and no troops apart from the basic troop 0.
Ideally, I wanted this to be a farsummon as well, although I see that farsummon only summons units (I wonder what happens if you attach a commander to a farsummon using #nextspell...). As for the chances of summoning things, I could potentially create units with chances of spawning other units each turn, as well as abilities that make them self-destruct (e.g. aquatic, but don't let the spell target underwater provinces, thereby drowning the dummy summoners).
|
June 11th, 2010, 09:56 AM
|
|
Major General
|
|
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
|
|
Re: Multi-summon spells
You can chain spells together but, alas and alack, you cannot have % chances in chains like that.
"Buried in Snow" (and I think "Buried in Sand" as well) both have that functionality, but it isn't accessible to modding.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|