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  #21  
Old December 11th, 2006, 02:13 PM

Huzurdaddi Huzurdaddi is offline
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Default Re: Suggestion - Black/Whitelist for Battlespells

We have gone over this time and again. The result is always the same: the developes do not want to do it. Heck they do not even want to include a "repeat last spell" which would be far easier to include from a development point of view.
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  #22  
Old December 11th, 2006, 02:15 PM
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Endoperez Endoperez is offline
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Default Re: Suggestion - Black/Whitelist for Battlespells

Quote:
Huzurdaddi said:
We have gone over this time and again. The result is always the same: the developes do not want to do it. Heck they do not even want to include a "repeat last spell" which would be far easier to include from a development point of view.
"Have not included" is'nt the same as "do not want". It could be either, or some third choice. I don't know, but I doubt you know either.
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  #23  
Old December 11th, 2006, 06:56 PM
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Default Re: Suggestion - Black/Whitelist for Battlespells

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Endoperez said:
"Have not included" is'nt the same as "do not want". It could be either, or some third choice. I don't know, but I doubt you know either.
There's several big issues/suggestions where the community could use a short official statement from the devs of illwinter. The community doesn't need to know the reasons for the decision whether it's a technical, personal or time issue, but the quick answer would provide closure for many of these debates.
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  #24  
Old December 12th, 2006, 02:37 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Suggestion - Black/Whitelist for Battlespells

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PDF said:
Well, this idea has popped up some 4 years ago IIRC, and was never considered for implementation (at least IW didn't communicate on it), but by repeatedly requesting we won't lose anything, so let's go !
I wouldnt say that it was never considered for implementation. After all, we did get it. We got it for the AI which has improved the game immensely, but have not gotten it for player control.

But then we havent gotten many things for player control so Id say rather than "not considered" that would be more "decided against it". Not quite the same thing.
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  #25  
Old December 12th, 2006, 02:39 PM

Huzurdaddi Huzurdaddi is offline
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Default Re: Suggestion - Black/Whitelist for Battlespells

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Endoperez said:
Quote:
Huzurdaddi said:
We have gone over this time and again. The result is always the same: the developes do not want to do it. Heck they do not even want to include a "repeat last spell" which would be far easier to include from a development point of view.
"Have not included" is'nt the same as "do not want". It could be either, or some third choice. I don't know, but I doubt you know either.
Incorrect. They have posted before ( on the DomII boards ) that they did not want to do it. Pretty much case closed, no matter how good of an idea it is.
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  #26  
Old December 13th, 2006, 05:55 AM
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Default Re: Suggestion - Black/Whitelist for Battlespells

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Huzurdaddi said:
Incorrect. They have posted before ( on the DomII boards ) that they did not want to do it. Pretty much case closed, no matter how good of an idea it is.
Sorry, I didn't remember any comments in this. Case closed, then.
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  #27  
Old December 13th, 2006, 06:16 AM
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Default Re: Suggestion - Black/Whitelist for Battlespells

I understand why they don't want to allow player control on white/blacklist : it would give human players anoterh way to outsmart the AI, unbalancing more the single player game.

What I think could be a good compromise would be a simple way to mod a blacklist (there is already an internal blacklist in the game, meaning that some rare spells won't be cast if not scripted too, but sme spells should be added to it, such as touche of madness)

Note that this is a global blacklist, meaning that both humans and AI players use it, so no advantage for neitheir.

Of course there's already a way to do it by modding the spells (Of course a way to configure this in the game settings would be easier to use that making a mod.
) :

- remove a spell and it will never be cast (even if you want)
- or, if you still want to be able to cast the spell in specific situations, another solution would be to add a gem cost of 1 to the spell.

What if I made a mod addding 1 gem cost to berserk spells (berserk and touche of madness) and maybe some others ?

What spell(s) others that those 2 seems like tthey shouldn't be cast unscripted ?
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