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August 17th, 2009, 08:52 PM
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Captain
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Research level available to indy mages
Is it a set level with set school(s) or turn based?
Has anyone seen indy mages commune?
-ssj
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"I yam what I yam" - Popeye
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August 18th, 2009, 01:45 AM
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Major General
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Re: Research level available to indy mages
It's a set spell list which has nothing to do with research levels. I don't know precisely what's on there but lch surely does. I have never seen indies commune.
-Max
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Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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August 18th, 2009, 01:52 AM
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Sergeant
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Re: Research level available to indy mages
As far as I know it is a set selection of spells (not in any kind of research grouping).
As evidence I point to the fact (A) that all indie spells can be seen at any point in the game and (B) that in a recent patch note 'Indep grimoire slightly improved.' (that is from July 27th on the dominions progress page, here.
I am not sure if this is denoted by name or ID (in case you wanted to mod the spells), but I would guess ID (just on a hunch and a little hope).
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August 18th, 2009, 08:27 AM
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BANNED USER
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Re: Research level available to indy mages
It's actually worse for modders if it's based on ID imo.
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August 18th, 2009, 08:35 AM
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Captain
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Re: Research level available to indy mages
Thanks all for the feedback.
That would be interesting if Dom3 used a turn based research level (run much like an unscripted player mage). Bloodhenge Druids wouldn't be limited to bleed and barkskin. Add to single player fun and make late game more interesting for MP.
-ssj
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"I think, therefore I am" - René Descartes
"I yam what I yam" - Popeye
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August 18th, 2009, 09:49 AM
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Re: Research level available to indy mages
Bloodhenge druids aren't limited to bleed and barkskin....
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August 18th, 2009, 09:38 PM
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Sergeant
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Re: Research level available to indy mages
Quote:
Originally Posted by Sombre
It's actually worse for modders if it's based on ID imo.
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There are currently no mod commands that change the independent spell list. The only way to change them is by modifying current spells. If the spell list is set by by name then the names could not be changed.
#SelectSpell keeps the same ID, therefore I would hope the spells are selected by ID, not name.
None of this has been tested though. I think I have seen the independent AI use added spells, so this discussion could be moot.
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August 18th, 2009, 02:05 PM
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Re: Research level available to indy mages
Actually they mostly seem to cast agony on me.
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August 18th, 2009, 03:01 PM
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Second Lieutenant
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Re: Research level available to indy mages
They keep casting Rain of Blood on me. :\
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August 19th, 2009, 07:32 AM
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Re: Research level available to indy mages
True, but no-one has shown any interest in modding the indy spell list, while numerous modders have used the copy and overwrite existing spells to create custom #onebattlespells method. If the indy spell list uses IDs then the overwritten #onebattlespell targets will end up being cast by indies.
I'm assuming you're familiar with the #onebattlespell copy and overwrite workaround here, if you aren't I can elaborate. It's evident in mods like Bretonnia and Ogre Kingdoms.
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