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October 8th, 2007, 01:39 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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No Spells Mod
Here is the latest version of this mod that I made per the conversation below. This mod should eliminate all the existing spells in Dominions as of 3.23. Only the Neutrals will be able to cast spells. Hopefully this will be useful for total conversion projects etc.
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I have seen mods that limit the level of spells that are in the game. I am curious if anyone has created a mod that eliminates ALL spells from the game. This type of mod would be great to use with total conversion mods. If anyone has created this please share it with the rest of us
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Last edited by Foodstamp; October 1st, 2010 at 10:19 PM..
Reason: New version
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October 8th, 2007, 09:11 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Re: Remove all spells mod?
awk 'BEGIN{for (i=1;i<=797;i++){print "#selectspell " i; print "school -1"; print "END";}' > NoSpells.dm
Note that this will not disable items, and will not *actually* disable inherent spells (so if you somehow got a Goat Sun he would still cast Heat from Hell, you just couldn't research it.)
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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
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October 8th, 2007, 09:58 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: Remove all spells mod?
Dr. P,
Thanks for the suggestion. I had forgotten spells could be invoked by number, not just name. After tweaking the code, I was able to get the result I wanted using gawk. Thanks for the great suggestion and the base code for the loop!
Attached is the final product with a banner to remind the player that the mod is active. This should be a useful module for players who wish to use it as a base for complete overhauls of the spell system.
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October 10th, 2007, 09:51 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Re: Remove all spells mod?
For patch version 3.10, the # of spells goes up to 813.
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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
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October 11th, 2007, 08:43 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: Remove all spells mod?
Thanks for the heads up. I have not installed the new patch as of yet, but I will definitely get this mod updated as soon as I have a free moment or two.
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October 1st, 2010, 10:21 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: No Spells Mod
Finally updated this 3 year old mod! I hope someone finds it useful.
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