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April 6th, 2010, 01:05 AM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Thanked 121 Times in 91 Posts
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Re: Modding tips and tricks
Hey sombre..
It would be awesome to use this to cause baby hydra's to grow into momma hydras...
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April 6th, 2010, 12:02 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: Modding tips and tricks
Im wondering, how is the command to change shapes after x turns called ? What tag would a small hydra require to turn into a huge hydra after lets 4 turns ?
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April 6th, 2010, 12:08 PM
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General
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Join Date: Oct 2007
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Thanked 206 Times in 159 Posts
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Re: Modding tips and tricks
It doesn't work that way. You need to give it a number of different forms that it cycles through automatically each turn, and over time it will eventually reach the final form. For an example, download llamabeast's endgame summons mod and see how the wendigo is handled.
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"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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April 6th, 2010, 12:09 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Modding tips and tricks
You can't do it with a tag on a single unit. You'd do it like this.
#newmonster 1
#name "Turn 0 shape"
#firstshape 2
#end
#newmonster 2
#name "Turn 1 Shape"
#firstshape 3
#end
#newmonster 3
#name "Turn 2 Shape"
#firstshape 4
#end
etc etc etc
#newmonster 25
#name "Year 2 Shape"
#end
That way you get a transformation that theoretically takes 2 years of game time before you reach that final shape. So you can have gradual growth, or something that goes BAM shapechange after x turns.
HOWEVER - firstshape is also triggered by combat ending, not just turn ends. So any combat will accelerate the movement through the 'shapes'. See the wendigo in llama's endgame summon for a way to thematically explain that (he eats corpses after combat to grow).
Or you could just make a unit that can't get in combat, such as a unit which will kill itself with a #onebattlespell, like an immobile egg or something, which you are supposed to leave sitting in a fort until it hatches.
Everyone got it now?
#end
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April 6th, 2010, 01:26 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: Modding tips and tricks
I knew about the way you described, i just thought there would be a another comment which spawns shape 2 (or x) after x turns.
i.e. newmonster 2 2
spawn to monster #2 in 2 turns.
obviously there is no such command, my bad
Doing it with 25 forms is kind of boring, its a bad copy/paste job. Basicly, you could make 25 hydra units, and after every 5 you slightly up the stats.
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April 6th, 2010, 03:56 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Modding tips and tricks
How is it a bad copy paste job? You make it sound like some ripoff splog or spam email.
It's just the only way to do it. Obviously it's boring to do it by hand, but it's trivial to do it by script or formula.
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April 6th, 2010, 04:51 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: Modding tips and tricks
Wow you get offended easily huh. Its a bad copy/paste job because in your example you copy paste 5 templates 5 times each. How can that not be bad.
Obvious it is the only way, but its still a boring nontheless. Im not offending your creatism, because its a great idea, no doubt.
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April 6th, 2010, 05:22 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Modding tips and tricks
I am so offended right now
I can barely even type
Hah. It isn't even my idea or discovery. You just sound like you're whining about nothing.
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April 6th, 2010, 05:43 PM
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Corporal
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Join Date: Jun 2008
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Re: Modding tips and tricks
I saw this mod, once - it was so terribly bad, you probably can't even believe it.
Instead of using a simple mind-reading device to generate a perfect game experience, it contained like, a .dm file, and a bunch of sprites! I mean, who does that? It's such a bad modding job. With a dm file, you're like, limited to stuff you can type or think of!
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Involved in:
Pax Malazica, bringing the Malazan Empire to Dominions 3.
Fate/Sprite Works, a mod including my left-over practice sprites as summonable units.
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April 10th, 2010, 02:32 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
Have done spell testing in the wake of the CPCS udpate. Just reporting my findings so that no one wastes time testing stuff that is already tested
First, the positive one:
Quote:
*** effect 17 - song of bravery ***
Evidently is different from Sermon of Courage. Needs experimentation.
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The following quote is from the "Spell effects and Damage Combos" file that comes with Dr.P's spellDB. I tested the effect and was suprised at the results. A spell with effect value 17 gives +5 morale to all affected units, but this buff is temporary. The units lose 2 points of the bonus every battlefield turn. Damage value seems to be irrelevant
Then some negative results:
Quote:
*** effect 10068 - Summons animals. ***
No of effects = number.
Damage probably doesn't do anything.
We should check if effect 68 summons random animals in combat.
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68 does nothing. Not even as a #nextspell
Quote:
*** effect 54 - Polymorph ***
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10054 (a'k'a ritual polymorph) does nothing. Not even as a #nextspell
Does not work. Not even as a #nextspell (the ritual version 100101 works fine thought)
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