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  #1  
Old September 19th, 2004, 05:49 AM
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Default Re: Wishlist for September

For dyccan/Alneyan:

Wouldn't it be possible to just make the special spells of Ermor themes national spells of Ermor? This would give them to base Ermor. You could even change the unholy spells as they are unique to Ermor (I think) and your mod won't probably have any unholy priests... Besides, if you changed Ermorian Cultists and Ghouls vampires could just turn up and attack your enemies!

For Thufir:

What about this: the army with faster strategic move moves first. If the army moves in owned province, they get a bonus of +1 to their strategic move when the moving order is considered. With this chance, armies consisting of light cavalry and other troops with Strat. Move of 3 would always catch armies consisting of heavy infantry.

It woldn't help against Caelum though, and would make it very easy for them to repel raids. But then, Caelum is meant to be a good raider...
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Old September 19th, 2004, 07:03 AM

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Default Re: Wishlist for September

Quote:
Endoperez said:
For dyccan/Alneyan:

Wouldn't it be possible to just make the special spells of Ermor themes national spells of Ermor? This would give them to base Ermor. You could even change the unholy spells as they are unique to Ermor (I think) and your mod won't probably have any unholy priests... Besides, if you changed Ermorian Cultists and Ghouls vampires could just turn up and attack your enemies!
Interesting. I did some tests and yes, I could change the paths, ritual casting costs and the resulting creature from a spell like say "Revive Lictor". However, there doesn't seem to be a way to give the spell "Revive Lictor" to base Ermor, so a player will have to choose the AE theme to gain access to the spell, and it doesn't seem to be possible to rename the spell itself.

I'll run some tests and work through some ideas. Thanks Alneyan.
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Old September 19th, 2004, 07:10 AM
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Default Re: Wishlist for September

Actually you can set the spell to be nation-only; the School command allows you to set it to Ermor only, and it will be available in standard Ermor.

You cannot change the name or the description of the spell though, but everything else can be altered (such as path requirements or gem cost).
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Old September 19th, 2004, 07:49 AM

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Default Re: Wishlist for September

Quote:
Endoperez said:
What about this: the army with faster strategic move moves first. If the army moves in owned province, they get a bonus of +1 to their strategic move when the moving order is considered. With this chance, armies consisting of light cavalry and other troops with Strat. Move of 3 would always catch armies consisting of heavy infantry.

The problem I see with this, is that it'd force the implementation of third battle resolution phase. Now, the battles are resolved after 1) magic movement and 2) normal movement. Any new system to catch raiders based on fast movement would need to resolve battles after 1) magic movement, 2) fast unit movement and 3) slow unit movement. It'd be a management nightmare.

Without the third phase, how else would you implement raider movement? Sure, anti-raider group catches the raiders, but what if raiders win? They move to next province like first instructed and battle again? Or could you keep raiders immobile by sending small move-3 Groups at them turn after turn?

I may be missing something since I haven't thought about this much, but that's what I come up with first impression.
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Old September 19th, 2004, 08:10 AM
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Default Re: Wishlist for September

I just need to reiterate the following: The bug, which has been around for the past several patches, in which global spells do not go away when the pretender who cast them goes poof really REALLY needs to be fixed. It's extremely annoying. Please, please, if we get no other fixes/tweaks, let's get this one.

(Can you tell I'm miffed at the moment? )
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Old September 19th, 2004, 12:38 PM
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Default Re: Wishlist for September

Quote:
Arryn said:
I just need to reiterate the following: The bug, which has been around for the past several patches, in which global spells do not go away when the pretender who cast them goes poof really REALLY needs to be fixed. It's extremely annoying. Please, please, if we get no other fixes/tweaks, let's get this one.

(Can you tell I'm miffed at the moment? )
This was with 2.14? Thought they said they'd cleaned up that problem.
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Old September 19th, 2004, 06:05 PM
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Default Re: Wishlist for September

Yes, the problem still exists in 2.14. I don't recall if the pretender went poof before or after I applied the 2.14 patch, but even if the pretender went bye-bye prior to my having applied 2.14, the game code should check every turn to see if the caster of a global spell is still alive, and it very much seems that the game fails to do so.
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Old September 22nd, 2004, 01:35 PM
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Default Re: Wishlist for September

Umh, can I still add another wish to this small and topic-focused thread?

- Ban pretenders from the Hall of Fame! Add their Kill/Exp stats to the Nations-Info screen instead. This would make a 10-place HoF worthwhile in games of ten nations...

- Add to the description text of "RitualOfReturning" that only the leading 10 heroes may return or fix that bug otherwise...

- Include markers on unit-pics within strategic maps, i.e. some flag to toggle on/off, or a dot that changes colour when clicked, or simply a coloured frame of the unit icon! This would make it easier to remember ViP (i.e. those carrying DwarvHammers, SiegeHorns, StaffofStorms,etc.)
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Old September 22nd, 2004, 09:47 PM
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Default Re: Wishlist for September

A request regarding the wishes we can make: do the developers need wishes about future modding commands, or will they be added as time/programming allows it?
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Old September 23rd, 2004, 05:10 AM
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Default Re: Wishlist for September

Hmm. Very annoying. I hope it's only a remnant from patch switch. If anyone can reproduce the global enchantment bug with 2.14 (not in 2.13-2.14 switched games) let us know.
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