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  #41  
Old March 29th, 2010, 05:40 AM
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Default Re: Modding tips and tricks

I did more testing on the transformation effect and I now have a version of the dwarfs mod where both the Runemsith and Runelord get -1 to all paths in combat. However, it seems that the transformation spell does not accept damage values over 1000, perhaps because the spell then adds caster level for damage? Giving values over 2000 seems to result in monsters with monster ID under 1000. I counteracted this by overwriting some of the "empty" monster slots (2 is empty, as is 9) with the battleforms I needed.
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  #42  
Old March 29th, 2010, 08:33 AM

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Default Re: Modding tips and tricks

Would also make sense to overwrite monster IDs used exclusively in other eras, if needed.
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  #43  
Old March 29th, 2010, 05:53 PM
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Default Re: Modding tips and tricks

Burnsaber
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However, it seems that the transformation spell does not accept damage values over 1000, perhaps because the spell then adds caster level for damage? Giving values over 2000 seems to result in monsters with monster ID under 1000.
Ah, I was was having the same problem with a similar spell I was working on but I didn't put 2+2 together, thanks!

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Would also make sense to overwrite monster IDs used exclusively in other eras, if needed.
Is there an easy way to find out these era-exclusive monsters?
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  #44  
Old March 30th, 2010, 05:21 AM

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Default Re: Modding tips and tricks

Nope. But just take a stroll through the EA and MA versions of nations and note the differences.

Anything Marverni would be fair game, for instance, for a MA mod. Or the same with Machaka for a mod in the EA or LA.
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  #45  
Old March 30th, 2010, 06:39 AM
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Default Re: Modding tips and tricks

Quote:
Nope. But just take a stroll through the EA and MA versions of nations and note the differences.
Thanks, I have been. I just hoped somebody already had.

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Anything Marverni would be fair game, for instance, for a MA mod. Or the same with Machaka for a mod in the EA or LA.
I figured those and Bogarus would be the intuitive ones to use - I'd prefer less obvious choices, to avoid clashes, but I think I found some.
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  #46  
Old March 31st, 2010, 11:49 AM
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Default Re: Modding tips and tricks

i don't know if this something everybodi know, but i just discovered this yesterday:
when you mod a shield you can give it positive defence bonus by setting negative encumberance,
with this formula
defence= - #enc
parry = #def - #enc

example
#def 5 #enc -2 #prot 2
will traslate to a shield with
parry +3; +2 defense; -2 enc; +4 prot
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  #47  
Old March 31st, 2010, 12:20 PM

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Default Re: Modding tips and tricks

Wait, what. A shield with -2 enc?

I get that you can put in -2 enc as a value to get extra def, but the shield ingame actually has -2 enc as well? What does that do, reduce fatigue? Or reduce net enc?

I'm thinking a shield which reduces net enc could be a very cool new item, if that's really the case.
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  #48  
Old March 31st, 2010, 02:07 PM
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Default Re: Modding tips and tricks

it reduce encumberance, example if you have a unit with 3 base enc + 1 armor -2 shield it will ha a net 2 enc
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  #49  
Old March 31st, 2010, 02:12 PM

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Default Re: Modding tips and tricks

Wow, that could definitely be used to add some interesting items and make non enc 0 thugs more viable.

Imagine if weightless shields reduced enc by 2 for instance. They'd be niiice on a mortal thug, or even a caster.
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  #50  
Old March 31st, 2010, 02:19 PM
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Default Re: Modding tips and tricks

what are the pratical differences between a -2 enc shield and a 0 enc 2 reinvigoration shield?
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