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				August 28th, 2007, 12:13 AM
			
			
			
		  
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				Question: Restricting individual spells
	
			 
             
			
		
		
		
		 
Is it possible either via map mod or spell mod to restrict the use of a spell in a province? Or to restrict the province as a spell target? Teleportation free zones?  Anti-death magic zones? 
 
I'm assuming not, just curious. 
 
In the same vein, is it possible to restrict certain nations from certain paths in pretender creation?  For instance, ghost king has a 20 cost for a new path, can that be modified to be 20 per path, but 80 for nature? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				August 28th, 2007, 12:57 AM
			
			
			
		  
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				Corporal 
				
				
				
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				Re: Question: Restricting individual spells
			 
             
			
		
		
		
		Sadly, the usual "is it possible?"-answer: 
No, not possible. 
 
And it also looks to far of from the current game to come in in a later patch ... 
 
Well, maybe the first could get somewhat realised. There are magic sites that give a conjuration etc. Bonus. Maybe in a futur patch this will be doable in a mod and maybe negative numbers could be used to increase the cost and a last maybe, the negatve maximum will increase the cost to infinity, resulting that ritual spells of that type are prohibited in this province. 
But right now, this is impossible, too. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				August 28th, 2007, 01:20 AM
			
			
			
		  
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				Re: Question: Restricting individual spells
			 
             
			
		
		
		
		Assumed so, but never know when something odd has been tried and it works. 
 
Mostly thinking that tele spells will pretty much ruin most scenario ideas.... do x,y,z and get here OR just teleport in. 
 
Wonder if its possible to hard code existing dome spells. 
 
Would be possible to put a campaign to the storyline if pretender creation was moddable.  For instance Map 1 might have 3 playable nations, each nation limited to x pretenders, and each pretender limited to certain kinds of magic.  I guess you could do most of it with map mods, setting up a static nation list, set enemies/provinces, but pretender creation will always throw in a wrench. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				September 4th, 2007, 04:55 PM
			
			
			
		  
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				Re: Question: Restricting individual spells
			 
             
			
		
		
		
		Not exactly what you asked, but you can remove spells from the game in a mod, or change their requirements (or nation-limits) so only certain casters in the scenario will be able to use them. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				September 4th, 2007, 05:07 PM
			
			
			
		  
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				Re: Question: Restricting individual spells
			 
             
			
		
		
		
		For pretender creation, you can control what pretenders are available to each nation. You can also give them very high costs to add paths. And if you want them to have choices for some paths but not for others, you can duplicate some pretenders but give them different starting paths. 
 
If you're willing to make your scenario in the form of a saved game, you could also start with some domes cast over some areas to protect against teleportation. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				September 4th, 2007, 09:27 PM
			
			
			
		  
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				Re: Question: Restricting individual spells
			 
             
			
		
		
		
		You can't do much to control the default selection of pretenders, other than modifying the units themselves, which will mess up that selection for other nations. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				September 4th, 2007, 11:39 PM
			
			
			
		  
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				Re: Question: Restricting individual spells
			 
             
			
		
		
		
		I think you can, using #copy___ to duplicate them, and then unsing #restrictedgod. For someone with a scenario in mind like jutetrea seems to be, this could be manageable. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				September 5th, 2007, 01:20 AM
			
			
			
		  
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				Re: Question: Restricting individual spells
			 
             
			
		
		
		
		That doesn't change the default list of pretenders, it just adds copies on top for whatever nation #restrictedgod points to. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				September 5th, 2007, 05:31 AM
			
			
			
		  
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				Re: Question: Restricting individual spells
			 
             
			
		
		
		
		If one only does that, yes. But one could also hit the original pretender monster numbers with #restrictedgod, too, which I think removes them from everything but the restricted nation. One could choose a nation value that isn't available in the scenario, and I think they'd be gone. Or at the very least, even if that didn't work, you could change the original ones to something harmless or unavailable or whatever. But I think I tried that before and it seemed to work, IIRC. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				September 5th, 2007, 09:25 AM
			
			
			
		  
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				Re: Question: Restricting individual spells
			 
             
			
		
		
		
		Like I said, you can't do much other than modifying the units (default pretenders) themselves, which messes things up for all other nations. So if you wanted to make a mod nation which didn't have the default set of pretenders, you'd have to make new copies for every other nation in the game so they still had the defaults. 
 
If all you want to do is mod the pretender selection of 3 nations or something and you don't care what happens to the others, it's doable by modifying the default pretender units, yeah. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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