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October 6th, 2003, 11:05 AM
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BANNED USER
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
Originally posted by MStavros:
I think we forgot about a very important part.
The mod tools must contain the following: Weapon/Armor/Item editor. [For units and for leaders as well.]
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Oh yea, I forgot about this too.
Hopefully we can add, delete and edit those as well! 
[ October 06, 2003, 10:06: Message edited by: Mortifer ]
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October 6th, 2003, 09:14 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
What about spells?
I hope that we can remove or disable any spells what we want. That shouldn't be hard to implent for the devs. I don't wanna make new spells, I think that would require scripting. However we must be able to remove or disable spells.
A LotR mod with these spells would make no sense..
+++
I really hate some spells in Dominions like Doom, Magic Duel, Master Enslave etc.
It would be good if I could remove them, if I want to... 
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October 6th, 2003, 09:32 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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October 6th, 2003, 10:04 PM
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Sergeant
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
I can also see how removing spells could make sense in mods...but it doesn't seem too major a priority. Almost none of the spells in the game would really fit too smoothly into a LOTR mod really...but that's more because there wasnt all that much in the way of spells being thrown around. I can't see anyone there casting master enslave or any other high level astral spell equally. But that's just because Gandalf had nothing on RADAGAST! Radagast was my favorite wizard even though he never appeared. Course neither did half the other wizards in Middle-Earth, but no matter.
But anyway if you think the spells dont fit too well in a LOTR setting a general weakining of magic power would be advisable...I'd say low level elemental spells would fit best, maybe some low level nature/death for the appropiate people.
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October 7th, 2003, 02:14 AM
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Major General
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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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October 7th, 2003, 07:15 AM
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National Security Advisor
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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.
Edi
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October 7th, 2003, 09:02 AM
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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.
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Well maybe we will have the power to do these. 
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