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  #191  
Old October 7th, 2003, 02:14 AM
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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

Editing a spell's stats would achieve the same goal as being able to remove them. Don't like Summer Lions? Change the cost to 500 gems. Mind Duel? Change it to 100 gems, and I suspect it will never again be cast in combat.
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  #192  
Old October 7th, 2003, 07:15 AM
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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

As for weapon editors and such, I've one question related more to Dominions-PPP than DomII: Is there a comprehensive master list of all weapons and armor available in Dom-PPP somewhere, because the list given in the mon_edit.pdf was more of a guideline than a really comprehensive one. Would be nice to know.

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  #193  
Old October 7th, 2003, 09:02 AM

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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

Quote:
Originally posted by Saber Cherry:
Editing a spell's stats would achieve the same goal as being able to remove them. Don't like Summer Lions? Change the cost to 500 gems. Mind Duel? Change it to 100 gems, and I suspect it will never again be cast in combat.
Well maybe we will have the power to do these.
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  #194  
Old October 7th, 2003, 06:01 PM

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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

Yup.
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  #195  
Old October 7th, 2003, 11:10 PM

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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

Quote:
Originally posted by Mortifer:
quote:
Originally posted by Saber Cherry:
Editing a spell's stats would achieve the same goal as being able to remove them. Don't like Summer Lions? Change the cost to 500 gems. Mind Duel? Change it to 100 gems, and I suspect it will never again be cast in combat.
Well maybe we will have the power to do these.
Yes, "spell editing" would be a neat feature.
((If we can disable spells only, that is all good as well.))
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  #196  
Old October 7th, 2003, 11:18 PM
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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

I know Im a party pooper but I think editing spells would be too far. I want people to enjoy the game but I dont want everyone playing different games.

Maybe a switch or a game-setting in the menu that would allow for a general raising of spell costs that use gems. That I would like.
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  #197  
Old October 7th, 2003, 11:29 PM

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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

Quote:
Originally posted by Gandalf Parker:
I know Im a party pooper but I think editing spells would be too far. I want people to enjoy the game but I dont want everyone playing different games.

Maybe a switch or a game-setting in the menu that would allow for a general raising of spell costs that use gems. That I would like.
Yes editing spells is a bit too much. But disabling spells is a must have if we talk about spells.
If we cannot disable spells, we cannot make good scenarios.
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  #198  
Old October 8th, 2003, 12:34 AM
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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

Quote:
Originally posted by Gandalf Parker:
I want people to enjoy the game but I dont want everyone playing different games.
Why not? If somebody would enjoy the game more with mind duel costing 1 gem instead of just fatigue, how does that bother you?
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  #199  
Old October 8th, 2003, 03:25 AM
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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

Disabling spells sounds good. I dont want to jinx Dom 2 before its even out but there were some spells which caused alot of discussion in Dom 1. I think we might have been happy with an option to just remove the use of certain spells that caused imbalance arguments. It would be a way to agree on a "temp fix" until a patch arrives.
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  #200  
Old October 8th, 2003, 09:18 AM

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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

Quote:
Originally posted by Mortifer:
quote:
Originally posted by Gandalf Parker:
I know Im a party pooper but I think editing spells would be too far. I want people to enjoy the game but I dont want everyone playing different games.

Maybe a switch or a game-setting in the menu that would allow for a general raising of spell costs that use gems. That I would like.
Yes editing spells is a bit too much. But disabling spells is a must have if we talk about spells.
If we cannot disable spells, we cannot make good scenarios.

I agree too. Disabling spells is the best what we can get and yes it is a must have as youve said. Editing spells is pointless, because if you want to make a mod, you just choose out the spells what you will need, and simply disable the rest. There is a huge spell arsenal in Doms II. so it won't be a problem.

[ October 08, 2003, 08:19: Message edited by: DominionsFAN ]
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