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  #151  
Old May 6th, 2007, 02:12 PM

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Default Re: Reserved Enchantment Slots

Actually as far as I can tell Clearmagic was working fine for me before and now, with 3.08, it is not.

I NOW have to put #clearmagic in several times for commanders using copystats, whereas before I only had to put it in once for it to work.
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  #152  
Old May 12th, 2007, 03:05 PM
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Default Other events

At present, effect 10042 can only send ten events, unless I'm messing up.

It'd be nice if we could send all the other events as well.
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  #153  
Old May 23rd, 2007, 04:35 PM
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Default More age manipulations

I want spells to make my units younger (other than the caster.)

I tried fiddling with various #spec for effect 10101 (youth), and no dice - only the caster gets younger.

I can create combat spells that en-youthen my entire army with effect 101, BUT I can't get the computer to cast them.

I could get around this either if I could mod the secondary effect field for spells (which we need anyway, sooner or later) or with an AI priority change for effect 101 - so that the AI would allow it to be cast in combat (presently won't do so even if scripted to do so, AFAICT.)

Alternatively, a variant on effect 10041 (flames from the sky) that did age instead of hp damage, if it happens to exist by some generative rule (I tried 10151 and that wasn't it), or if it could be added, would be even better.
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  #154  
Old May 23rd, 2007, 10:42 PM
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Default younger units

I'll second that-we need spells to make other units younger. And ritual spells, not combat, because that's kind of cheezy to have people getting younger in the middle of a battle.
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  #155  
Old May 24th, 2007, 12:41 PM
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Default Other intrinsics

I don't see these intrinsics in-game, but if they're supported in the binary and unused, I'd like to be able to mod them (on units, as opposed to spells or items):
lucky, soul vortex, mossbody.

Also the different seasonal bonuses would be nice to mod (copystats also gets you animal and ethereal, among other things.)

Not a priority thing, though.
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  #156  
Old May 25th, 2007, 03:16 AM

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Default Re: Other intrinsics

Don't know if this has been mentioned, but it would be really useful if Morale set to 99 made the unit automatically be in a berserk state in battle.
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  #157  
Old May 25th, 2007, 06:04 PM
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Default Re: Other intrinsics

Male units with #seduce (and I assume #succubus) appear to seduce other male units. I'd like to be able to make units seduc females (would be nice if male units did that by default.)
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  #158  
Old May 26th, 2007, 09:31 PM

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Default Re: Other intrinsics

I suppose that an incubus (male succubus who seduces females) unit would not be unreasonable. I'm sure that pans or satyrs might be able to seduce the women as well.
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  #159  
Old June 19th, 2007, 05:06 PM
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Default More ideas

Not sure how many of these have been mentioned, as I haven't read all 11 pages. Sorry if I'm repeating anyone else's ideas. Also, I realize some of these are a real handful, coding-wise to implement, but this is a 'wish'list after all.

Complete mod control of experience.
Ability to change how quickly a unit gains xp (base rate), the amount of xp levels, etc.
Ability to change how quickly a specific unit gains xp, such as double the base rate for an intelligent soldier, etc.
Ability to add/take away different unit abilities at different experience levels.
Ability to recruit what is essentially the same version of another unit, but with a lot more experience.
Spells/Unit Attacks which alter experience (Such as a training spell which can boost xp of some units, or a drain xp attack for some undead creature).
Commanders who can give a specific amount of xp to the troops they lead per turn. (This could be called Trainer ability)

On death of unit effect, where right now we have the ability to throw in a second unit to take the place of the dead unit, I'd like it to be able to do anything. Such as spawns 4 units, or explodes per a spell (like phoenix pyre). (Essentially, any spell effect) With a specific percent chance for it to occur, imagine a type of undead revenant which has a 80% chance of rising up again.

On kills a unit effect, when a unit kills another unit, any spell effect can be thrown in, so for example, imagine a soulless which makes more soulless. Or imagine a demon lord which summons an imp everytime it kills a living creature (soul stolen to imp creation effect). Or imagine a doom horror which gains a point of strength and +1% quickness for each kill it gains.

Complete mod control of afflictions. What types, what they do, how many, how they are acquired, not certain effects on certain creatures (limp on a wyrm or flyer), etc.

Ability to allow for multiple sprites per unit.
Ex. 1 :Such as two moving sprites, or two attacking sprites, or one attack and one spell sprite. (Should be added to warrior/mage commander types)
Ex. 2 :Such as a pool of various sprites, so there would be 3 to 4 variety of sprites for one unit, so you don't get that attack of the clone wars effect. Though they still keep the one base, one attack sprite. (Should be added to basic unit types)

Ability to mod/create new global enchantments. (I'm pretty sure that's not in there, correct me if I'm wrong)

Massive rituals, (500+ gems)
ex. such as creating a summoning circle, which gives you a conjuration bonus. Either temporary or permanent. If permanent, the effect could be weak, yet stackable.
ex. such as for the creation/destruction of magic sites.

A dungeon type site where a hero can go (at the end of the turn you essentially get an arena like scenario, if your hero wins, you gain some prize, gems, magic item, special unit, heroic ability, exp, etc. The critter to prize ratio should be similar, so tough creatures give good prizes, but otherwise should be completely random. Once the dungeon was plundered, the site would deactive for one year, and then reactivate after the year passed, with a new critter/new prize.
(I recall there are two sites similar to this, though horribly deadly, but I suppose it could be fleshed out more.)

A few more energy shield types (and the ability to mod them onto any unit), similar to fireshield;
Ex. Lightning shield, Astral shield, Holyfire shield (damages undead), etc.
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  #160  
Old June 19th, 2007, 05:47 PM
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Default Re: More ideas

All I ask for is a #patrolbonus command.

I'm quite sure it isn't there.
I suppose I could get around it by copying the stats of an unit with a patrol bonus, but I'd prefer to be able to give my own patrol bonuses to my units.


EDIT

I just had an idea, could it be possible to have armor that becomes stronger with higher Magic scale and weaker with high Drain scale?
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