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August 7th, 2008, 05:56 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Disband mod
The one disadvantage is that the AI will sometimes cast it against you. It doesn't do any harm, but the message can be slightly distracting.
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August 7th, 2008, 11:59 AM
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Sergeant
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Join Date: Jun 2008
Posts: 332
Thanks: 24
Thanked 13 Times in 9 Posts
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Re: Disband mod
well, you can always save, load the mod, vaporize the nusiances, save again, and unload the mod... (right?)
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August 7th, 2008, 12:20 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Disband mod
Cool, I tried it out, and it's great!
Too bad the spell report description ("Suddenly a storm of fireballs ...") can't be changed too ... if it could, then in water you could do something more fun like have the denizens of the depths summoned to eat all your excess troops. Oh well!
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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August 7th, 2008, 12:39 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: Disband mod
Awesome, thanks! Great flavor text, too.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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August 7th, 2008, 12:41 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: Disband mod
Quote:
Poopsi said:
well, you can always save, load the mod, vaporize the nusiances, save again, and unload the mod... (right?)
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Not exactly. You can't load/unload mods in play. You could start the game with a blank mod and temporarily paste in this mod for a couple of turns, then delete those extra lines when you're done. Maybe that's what you meant.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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August 7th, 2008, 02:52 PM
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Sergeant
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Join Date: Jun 2008
Posts: 332
Thanks: 24
Thanked 13 Times in 9 Posts
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Re: Disband mod
no... I actually thought I could load mods in game. But I just tried and I cannot 
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August 8th, 2008, 12:42 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: Disband mod
Is there any way you could make it a level 1 spell for all magic types? I'd hate for a nation to not have access to it because they don't have the requisite paths.
Jazzepi
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August 8th, 2008, 04:41 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Disband mod
Yeah, I could do that easily, but I was thinking having so many redundant spells would annoy people. I reckon it's pretty unlikely that you can't get at least an N1 caster by the point in the game when you want to be disbanding people. Also, I _think_ that pretty much every nation has access to at least one of the spells (taking randoms into account). I haven't gone through and checked though.
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August 9th, 2008, 02:06 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: Disband mod
I would just be wary to include a mod for spells that people might not have access to.
Jazzepi
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