.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old April 11th, 2007, 02:51 PM
Psientist's Avatar

Psientist Psientist is offline
Sergeant
 
Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
Psientist is on a distinguished road
Default Re: Spell Modding - Guide Rough Draft

Perhaps! When I am next overwhelmed with free time, maybe I'll try it out. I was thinking it would be an interesting spell defense against mega-armies.
Reply With Quote
  #2  
Old April 19th, 2007, 01:45 PM
Wish's Avatar

Wish Wish is offline
Major
 
Join Date: Sep 2005
Posts: 1,007
Thanks: 0
Thanked 2 Times in 2 Posts
Wish is on a distinguished road
Default Re: Spell Modding - Guide Rough Draft

i just found that if you halve the damage on dragon master, instead of giving you dragon mastery, it gives you a permanent regeneration.
Reply With Quote
  #3  
Old April 19th, 2007, 02:13 PM
DrPraetorious's Avatar

DrPraetorious DrPraetorious is offline
Major General
 
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
DrPraetorious is on a distinguished road
Default Re: Spell Modding - Guide Rough Draft

Are you sure that it's permament? When I tried that, it gievs you regeneration, but it vanishes next turn. Could be a special ability setting or something, though.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
Reply With Quote
  #4  
Old April 19th, 2007, 04:14 PM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Spell Modding - Guide Rough Draft

Sorry for being thick, but on the last page Dr P you suggest pairing a spell with a different effect, such as Twist Fate, to get it to cast. How do you do that?

I've read the modding manual now, but still not really on the ball.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #5  
Old April 19th, 2007, 04:39 PM
DrPraetorious's Avatar

DrPraetorious DrPraetorious is offline
Major General
 
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
DrPraetorious is on a distinguished road
Default Re: Spell Modding - Guide Rough Draft

Add together the bitmasks. So, for example

#effect 10
#damage 262656

Will give you both pain transfer (512) and Quickness (262144) at the same time.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
Reply With Quote
  #6  
Old April 19th, 2007, 07:34 PM
Wish's Avatar

Wish Wish is offline
Major
 
Join Date: Sep 2005
Posts: 1,007
Thanks: 0
Thanked 2 Times in 2 Posts
Wish is on a distinguished road
Default Re: Spell Modding - Guide Rough Draft

Quote:
DrPraetorious said:
Are you sure that it's permament? When I tried that, it gievs you regeneration, but it vanishes next turn. Could be a special ability setting or something, though.
it certainly is (i hosted again to check, just now)

oh, wait, it goes away in battle.
Reply With Quote
  #7  
Old April 28th, 2007, 09:33 PM
Foodstamp's Avatar
Foodstamp Foodstamp is offline
Major General
 
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
Foodstamp is on a distinguished road
Default Re: Spell Modding - Guide Rough Draft

DrPraetorious, I have some new information for you that I hope helps with this initiative.

I tested Farsummons. Here is what I have found. If you choose a random creature to farsummon, a commander version of the unit and a standard version of the unit will appear in the province. So there is no way I have found to farsummon just a commander into a province, he will be accompanied by a standard unit of the same type.

Now here is the COOL part!
What makes farsummons unique seems to be tied into the unit you choose for the farsummon. For instance, if you choose monster #284 "Wolf" as your unit type in the damage field, the same rules apply to the farsummon that apply to the spell "Call of the Wild". I created a custom spell and used 284 as my damage type, the force was led by a werewolf! And on top of that, the fact that I did not choose a forest province for my farsummon reduced the effectiveness of the spell.

My guess is the other farsummons work the exact same way, with the unique commanders and effectiveness being tied to the monster chosen as the damage type for the spell.

Also, I tried effect 68 in combat to try to get random animals to spawn. I had no luck.

I hope this helps you some on your ambitious project if your still working on this.

Your spell modding guide has been extremely helpful to me and I appreciate your effort.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
Reply With Quote
  #8  
Old April 29th, 2007, 12:12 AM
DrPraetorious's Avatar

DrPraetorious DrPraetorious is offline
Major General
 
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
DrPraetorious is on a distinguished road
Default Re: Spell Modding - Guide Rough Draft

I put in a request to make this "lead by" field modable at one point - didn't want to put that in the guide until there was some way to change it.

I hadn't known that increased nr. of effects in forests was a property of the unit, although I should've been able to figure that out. Seems like an odd thing to attach to the unit itself. Maybe any unit with forest-survival generates extra effects when farsummoned into a forest? It's worth examining.

I hadn't known that effect 68 doesn't work, though. Odd. Did you try fiddling with the special ability field?

I'm definitely going to do another edition at some point - I was planning to incorporate what I learned from my Black Tome mod, but that's been falling behind schedule as well.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
Reply With Quote
  #9  
Old April 29th, 2007, 12:14 AM
Foodstamp's Avatar
Foodstamp Foodstamp is offline
Major General
 
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
Foodstamp is on a distinguished road
Default Re: Spell Modding - Guide Rough Draft

I did not try messing with the special ability field. I will give it a shot when I get a chance.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
Reply With Quote
  #10  
Old June 14th, 2007, 07:04 PM

mivayan mivayan is offline
Second Lieutenant
 
Join Date: Dec 2003
Posts: 404
Thanks: 0
Thanked 1 Time in 1 Post
mivayan is on a distinguished road
Default Re: Spell Modding - Guide Rough Draft

Quote:
DrPraetorious said:
I hadn't known that increased nr. of effects in forests was a property of the unit, although I should've been able to figure that out. Seems like an odd thing to attach to the unit itself. Maybe any unit with forest-survival generates extra effects when farsummoned into a forest? It's worth examining.
Most of the logic for Call of the Wild is probably hard coded to the wolf's unit number.

A lot of dom3 works like this... otherwise there would be fewer spells and features that are different.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:27 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.