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March 29th, 2010, 05:40 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
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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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March 29th, 2010, 08:33 AM
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BANNED USER
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Re: Modding tips and tricks
Would also make sense to overwrite monster IDs used exclusively in other eras, if needed.
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March 29th, 2010, 05:53 PM
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Corporal
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Re: Modding tips and tricks
Burnsaber
Quote:
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.
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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!
Sombre
Quote:
Would also make sense to overwrite monster IDs used exclusively in other eras, if needed.
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Is there an easy way to find out these era-exclusive monsters?
__________________
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March 30th, 2010, 05:21 AM
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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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March 30th, 2010, 06:39 AM
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Corporal
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Join Date: Feb 2010
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Re: Modding tips and tricks
Quote:
Nope. But just take a stroll through the EA and MA versions of nations and note the differences.
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Thanks, I have been. I just hoped somebody already had.
Quote:
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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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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March 31st, 2010, 11:49 AM
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Second Lieutenant
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Join Date: Mar 2008
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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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March 31st, 2010, 12:20 PM
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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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March 31st, 2010, 02:07 PM
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Second Lieutenant
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Join Date: Mar 2008
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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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March 31st, 2010, 02:12 PM
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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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March 31st, 2010, 02:19 PM
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Second Lieutenant
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Join Date: Mar 2008
Location: Treviso; Italy
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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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