|
|
|
|
|
July 30th, 2009, 06:14 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Modding tips and tricks
Firstshape changes take place at the end of the turn, or at the end of any battle.
|
July 30th, 2009, 06:19 AM
|
|
Major General
|
|
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
|
|
Re: Modding tips and tricks
Hmm. This gives me an idea or two - a summoned commander who can change shape to a (more powerful?) form at the cost of a turn's vulnerability, or alternatively a set of non-commander summons who can get better stats and equipment after being GoRed.
|
July 30th, 2009, 11:26 PM
|
BANNED USER
|
|
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
|
|
Re: Modding tips and tricks
I have a TC spell
Angel Incognito.. that changes them into Celestial Angel, with a second shape back to celestial master.
So essentially its only useful for the turn.
|
August 3rd, 2009, 04:36 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Modding tips and tricks
How do you get a spell to change the caster's shape cleanly? The obvious way would be a kill self ritual to push them into a secondshape, but that would mean it could be triggered by otehr stuff.
|
August 4th, 2009, 12:41 PM
|
BANNED USER
|
|
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
|
|
Re: Modding tips and tricks
I don't know that its clean...
I do chain a "Kill Caster" after the Angels spell. I create an angel with similar paths to the caster to maintain the illusion.
And the spell hints that the caster must go incognito afterwards, to explain the name change.
|
August 4th, 2009, 07:18 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Modding tips and tricks
Oh. Well that's more replacement than transformation, but works gameplay wise.
|
August 5th, 2009, 05:45 AM
|
First Lieutenant
|
|
Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
|
|
Re: Modding tips and tricks
Hmm, interesting, how do you copy the paths?
|
August 5th, 2009, 09:21 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Modding tips and tricks
He just made a unit with similar paths to the one that he thinks would be casting the spell.
|
March 20th, 2010, 07:53 AM
|
|
Colonel
|
|
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
|
|
Re: Modding tips and tricks
I just figured out something frigging awesome and need to share it now. I've modded this game for almost 3 years and still I'm learning new stuff, God I love this game!
The spell effect "polymorph" (number 54) allows for different #damage values for different shapes. How you can use this? Just attach it to some buffing spell as #nextspell and you can have spell that grants the caster the form of a dragon for the battle or something just as cool.
Also, kennydicke noticed that the Ritual of Rebirth can also be modded by changing the #damage value to revive the hero in another shape than the basic mummy. I'm not sure if it works with giant monsters, but I'll test that shortly.
|
March 20th, 2010, 10:39 AM
|
|
Second Lieutenant
|
|
Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
|
|
Re: Modding tips and tricks
Quote:
Originally Posted by Burnsaber
I just figured out something frigging awesome and need to share it now. I've modded this game for almost 3 years and still I'm learning new stuff, God I love this game!
The spell effect "polymorph" (number 54) allows for different #damage values for different shapes. How you can use this? Just attach it to some buffing spell as #nextspell and you can have spell that grants the caster the form of a dragon for the battle or something just as cool.
Also, kennydicke noticed that the Ritual of Rebirth can also be modded by changing the #damage value to revive the hero in another shape than the basic mummy. I'm not sure if it works with giant monsters, but I'll test that shortly.
|
Cool idea w/the poly - does it revert after battle tho? I thought polymorph was permanent (never cast it.)
The RoR alternate unit is actually mentioned in the "Black Book" spell modding thread (I'm using it in a personal mod I've been playing with for a while.) Unfortunately, it requires that a unit die AND go through the hall of fame to change unit types...
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|