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

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  #1  
Old June 14th, 2007, 07:04 PM

mivayan mivayan is offline
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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.
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  #2  
Old June 28th, 2007, 10:23 AM
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Default Re: Spell Modding - Guide Rough Draft

More feedback for the Bitmasker spreadsheet. I think Effect 23 / Damage 16 is incorrect; the following spell produces "susceptibility to fire 25%" on friendly troops rather than the desired "Fear +0". Tried a couple versions. (note, spell 534 is Fog Warriors, and no, different "damage" versions of Fog Warriors doesn't give the Fire Susceptibility but rather the correct bitmask as listed)

Quote:
#newspell
#copyspell 534
#name "Possessed Warriors"
#descr "A group of friendly soldiers become possessed by demons, causing their features to become distorted, horrific and fearsome to enemies."
#school 6
#path 0 7
#damage 16
#fatiguecost 400
#aoe 666
#explspr 10003
#end

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  #3  
Old July 2nd, 2007, 02:25 PM

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Default Re: Spell Modding - Guide Rough Draft

I've been messing around trying to make a poison res spell for the skaven, to make globadiers and censer bearers a bit less painful to use. These spells are currently using test values and aren't intended to be balanced.

---- Nurglitch's Favour 1

#newspell
#copyspell "poison ward"
#name "Nurglitch 1"
#descr "The priest invokes the incredible resilience of Nurglitch, Lord of Decay, granting a number of troops further resistance to poison."
#restricted 73
#researchlevel 0
#path 0 5
#path 1 8
#pathlevel 0 1
#pathlevel 1 1
#fatiguecost 10
#range 20
#end


---- This one adds poisonres 50. Only casts on friendlies, doesn't keep casting once they're ressed up. It won't cast on anything with poisonres over 50 though, making it useless if I leave my plague monks at poison res 80.


---- Nurglitch's Favour 2

#newspell
#copyspell "poison ward"
#name "Nurglitch 2"
#descr "The priest invokes the incredible resilience of Nurglitch, Lord of Decay, granting a number of troops further resistance to poison."
#restricted 73
#researchlevel 0
#path 0 5
#path 1 8
#pathlevel 0 1
#pathlevel 1 1
#fatiguecost 10
#effect 599
#damage 200
#range 20
#end

----- this one gives them poison immunity. It doesn't cast on enemies, but it keeps casting on friendlies even after they're immune. This is not good, obviously.


---- Nurglitch's Favour 3

#newspell
#copyspell "resist poison"
#name "Nurglitch 3"
#descr "The priest invokes the incredible resilience of Nurglitch, Lord of Decay, granting a number of troops further resistance to poison."
#restricted 73
#researchlevel 0
#path 0 5
#path 1 8
#pathlevel 0 1
#pathlevel 1 1
#fatiguecost 10
#range 20
#aoe 15
#spec 4194304
#end

----- this one gives poison immunity. It doesn't cast on enemies, doesn't cast on friendlies once they're already immune.



Now poison itself is pissing me off somewhat, because poison res of 80 doesn't actually seem to help that much vs poison clouds,.. but anyway,....

Unless someone can help me with suggestions about how else I could do this, I have a choice here between Nurglitch 1 and Nurglitch 3 (2 is just a dodgy version of 3 really).

If I go with Nurglitch 3, any skaven will get total immunity. This seems a bit much - I don't want it to be a total no brainer combo with the poison cloud and globadier units - skaven should take casualties from their weapons most of the time.

If I go with Nurglitch 1, I can alter the poison res of certain units (such as plague monks) to 50, making them perfect targets for it. It will also be able to bump the average skaven with poisonres 35, to a respectable 85 res. I think I prefer this option.

I'm just wondering if any of you have any input. Particularly you Dr P - is it possible for example to give an amount of poison res other than 50?
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  #4  
Old July 2nd, 2007, 04:47 PM
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DrPraetorious DrPraetorious is offline
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Default Re: Spell Modding - Guide Rough Draft

Sombre -
Why are you doing the #copyspell stuff?

Are you using any of the copied attributes or ar you resetting them all?

Psientist -
Yes I noticed your comment, I'm still trying to figure out what is going on .
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  #5  
Old July 2nd, 2007, 08:30 PM

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Default Re: Spell Modding - Guide Rough Draft

I'm replacing some, not all, of the attributes. That's the difference between the three spells. When I've made spells from scratch I've had a harder time of it than when copying them and changing them. For example in Nurglitch 3, the graphical effects and the poison immunity effect are from the spell - I'm just increasing range, aoe, adding that it can only target friendlies. It's quicker and easier than making a new spell.

If I did make a new spell it would be much like Nurglitch 2, which has the problem of being castable over and over again on the same unit. I guess I could remove the copyspell from Nurglitch 2 and see what happens.

In the case of Nurglitch 1, I don't know how to get the poisonres + 50 effect outside of copying poison ward.
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