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  #161  
Old March 6th, 2009, 10:31 AM
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

Why not just have reinvig -100? Fatigue from negative reinvig seems to be capped at 200, so the mawpit wouldn't die of fatigue from it.
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  #162  
Old March 6th, 2009, 10:47 AM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

If banishment, sermon of courage, blessing and smite aren't 100 prec (and thus automatic hit) I think giving it 0 prec might stop if from casting any of them. I don't mind it divine blessing.
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  #163  
Old March 6th, 2009, 10:49 AM
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

Smite is 100 prec, I'm afraid.
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  #164  
Old March 6th, 2009, 10:52 AM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

Would it cause any problems if I reduced smite to 99 prec?
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  #165  
Old March 6th, 2009, 11:14 AM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

Hmm, so I have been messing around.

It turns out you can't #onebattlespell to either kill yourself in a non-poisony way, or fatigue yourself. Or at least I couldn't make it work. This is very sad indeed.

Further, it turns out that you can't set encumbrance over 99. Poo.

The only way I can think of, which is nasty, is to onebattlespell 1 poison damage (I can give you code for that if you want), have only 1 hp, and have a second form with negative magicboost. This is fine, apart from the fact that the main form has to have only 1 hp, which is very odd looking. It does, however, work properly both in offense and defense.

The alternative is to set encumbrance to 99, and have it cast no more than 2 spells/battle.
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  #166  
Old March 6th, 2009, 11:19 AM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

Gosh, lots of posts since I started testing.

If you don't mind it Divine Blessing, then it probably isn't horrible for it to do a couple of smites either, so long as it doesn't keep smiting all battle. So giving it 99 encumbrance might be the best option.

If you give it negative reinvig then its fatigue keeps on growing without limit (far beyond 200), but does it no actual damage. So that's an option, but it's displeasing to me.

You could try setting smite to 99 precision. I personally would not be too keen on that, because it means the mod is changing things which are outside of its supposed sphere of influence. I think precision 100 actually means something special (always hit the target, or perhaps only always hit the target square), so 99 is qualitatively different. Also, do you think it would actually stop it casting it? It won't have much else to do.

99 encumbrance might be justifiable thematically. Say the energies building up in the pit all can be released in spells at the start of a battle but are soon exhausted.
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  #167  
Old March 6th, 2009, 11:29 AM
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

Quote:
Originally Posted by llamabeast View Post
Hmm, so I have been messing around.

It turns out you can't #onebattlespell to either kill yourself in a non-poisony way, or fatigue yourself. Or at least I couldn't make it work. This is very sad indeed.
That's probably because the AI thinks that damagespell on yuorself isn't that hot and refuses to cast. I don't know if onebattlespells are optional, but I got that problem numereous time when doing CPCS. The workaround is to make the mainspell some insignificant buff (like Haste or something) and #nextspell the damage. IMHO, that should work.

Edit: In conclusion, when you want to fool the casting AI, #nextspells are the way to go. It could also be possible to make a spell that AI would "simply" love and spam like there's no tomorrow. Don't see much uses for that kind of spell thought.
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Last edited by Burnsaber; March 6th, 2009 at 11:38 AM..
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  #168  
Old March 6th, 2009, 12:02 PM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

I believe, though I may be wrong, that once you have 0 prec (due to being blinded for instance) you can /only/ cast 100 prec stuff. So I wanted to set the mawpit to 0 prec to stop him casting anything but divine bless, which would be 100 prec. At 99 prec smite would still hit 99.9999999999999% of the time, but you're right it would be slightly different.

I don't mind them smiting that much I guess, it just seems like it could be quite annoying. I'm trying to make them something you want 1 of in several provinces but never have any reason to have more than 1 of in a province. So no slave generation, no preaching, no domspread, no banish spam,... smite,.. maybe isn't a big problem. 99 enc is fine with me for that reason.
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  #169  
Old March 6th, 2009, 12:05 PM
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

Hmm. Can you have a #onebattlespell that provides a penalty to magic levels, like (foo) power but in reverse?
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  #170  
Old March 6th, 2009, 12:09 PM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

I was wondering that Gregstrom, but I don't think you can.

Burn, good thinking. I'd test it now but I'm just leaving to go away for a couple of days. I might have a go when I get back, because having an effective "battle form" (via onebattlespell Kill Self and a secondshape) would be a handy thing generally.
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