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January 28th, 2009, 11:01 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
I just had a long good jog and thought about this mod. I added Mod goals so that I'll make a structured and logical mod. Not just a collection of random spells for random paths.
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Originally Posted by Turin
Lots of stuff
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Thanks! Many viable ideas.
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Originally Posted by Aezeal
I myself think holy/something spells are underrepresented.. holy magic as is is sort of weak. I've tried to make a few holy spells in my shiar mod and I think they work out nice. No real use to post here since they are thematic for that mod only. Soul to stone gives undead only (the 0 prot ethereal beings that nation has) stoneskin in AoE or BF wide variation. Which is nice against magic weapons since else they had no def at all.
Anyway, I'd propose to make holy/nature magic combo's or those 2 with other paths maybe but not give them combat offensive spells but AoE buffs etc etc.
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I decided to make this mod as "Vanilla"-friendly as possible and fitting to the Dominions world. Since there are no vanilla crosspath holy spells, I've decided against them.
Perhaps after I've finished the first spells.
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Originally Posted by rdonj
More/better healing spells would be nice. For example, enchantment 3 gives you a 10 yard, 3 or so precision spell with aoe 1. That's pretty hard to use under normal conditions. You'd need a fairly durable mage casting that, you can only script it 5 times, and if you've got a mage who can you're almost certainly better off using them for another purpose. Also, I'm not even sure it's possible, but fatigue-reducing spells would be nice. Say a cloud sort of along the same lines as healing mists. You definitely don't want 100 precision long range fatigue restorers though, that would be far too abusable. I'm thinking something more like a lower-level version of Relief that you could use to help counter stellar cascades, or just help keep up some of your better heavy infantry.
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I agree. There should be some weapons against fatigue. But this dangereous ground. If you make a single AoE anti-fatique spells that heals say 10 points of fatique, you could just spam it with your mages and have your sacred infatry going on and on and on and on and on..
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Originally Posted by Redeyes
If you introduce new spells does the Combat-AI use them?
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Yes it will. I've seen this in my Alugra mod. The casting AI was especially fond of the fatique healing "Inner Reserves" spell.
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January 28th, 2009, 12:01 PM
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Second Lieutenant
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Join Date: Dec 2008
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Some ideas to fill your open slots:
A/S: Shield of the Heavens, adds twist fate & charged body in a large area.
F/E: Summon Magma Elemental, as a water elemental but 2 crush attacks + Flame Strike, some protection, fire immunity/cold vulnerability and weak fire shield but no trample.
Con- Requires new sprite
F/N: Corpus Annihilō (Latin: Body to Nothing) as soul slay/bone melter but also deals fire damage in a small area.
F/S: Daystar's Blessing, adding flaming weapon, heat radiation and fire immunity effects as a self-buff. If flaming weapon doesn't work (no other spell does it), then fire shield.
E/N: Elemental Warding, as resist elements nature buff but in a small area, large with gem cost.
Last edited by Redeyes; January 28th, 2009 at 12:24 PM..
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January 28th, 2009, 06:45 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Quote:
Originally Posted by Burnsaber
I decided to make this mod as "Vanilla"-friendly as possible and fitting to the Dominions world. Since there are no vanilla crosspath holy spells, I've decided against them.
Perhaps after I've finished the first spells.
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Earth/Holy spells exist for MA Ulm. I agree with your decision, just thought to point that out.
It looks like, somehow, you confused me with Turin.
Blood/Fire: Blood Boil & Hellfire already exist
Blood in general: Blood 1 mages can all bloodhunt. That alone makes them special and good, so they don't necessarily need any combat capability. Besides, they can always summon imps.
Gifts from Heaven: I think this is Earth/Astral, not Astral/Earth.
Earth/Death: one or the other could be damage spell that only works against inanimates (if that can be done). Kind of Dust to Dust, but also works against constructs.
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January 29th, 2009, 09:25 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Quote:
Originally Posted by Endoperez
It looks like, somehow, you confused me with Turin.
Blood/Fire: Blood Boil & Hellfire already exist
Blood in general: Blood 1 mages can all bloodhunt. That alone makes them special and good, so they don't necessarily need any combat capability. Besides, they can always summon imps.
Gifts from Heaven: I think this is Earth/Astral, not Astral/Earth.
Earth/Death: one or the other could be damage spell that only works against inanimates (if that can be done). Kind of Dust to Dust, but also works against constructs.
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Sorry about the mixup. a Brainfart on my part.
Blood Thing: You're right. Still might be intresting to see more combat blood spells. I just made mutate (since it was easy)
Earth/Death: Yeah, I'll combine Fall of Muscle and Steel. Just because I have to. It appears that if you use a affect that's not in any vanilla spell (like causing "Lost an Arm" affliction, it's sort of "invisible" to the casting AI, it won't cast it even when scripted since the AI thinks that the spell doesn't do anything. So you'll have to combine a "vanilla" effect with a exotic one. Spell that causes "Weaknened" is not okay, but spell that causes Armor Destruction + "Weakened" is. I can't make a spell that targets only constucts, thought (you can only rule them out). So now I'm needing a D/E spell. Hmm.. it seems that yuo can cause "Starvation" by spell..
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Originally Posted by rdonj
For the fatigue-reducing cloud, I was thinking you'd pretty much not be able to give it more than 1 point of fatigue reduction. This is what relief gives, but because of DRN rolls it can give more than that. Basically I was talking about a smaller scale relief spell, plus if you make it a cloud it can affect enemy units also. Path requirements would be something like air/nature, air/water, or water/nature. If you don't like the idea that's fine though.
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That's a pretty good idea. Since troops move around the battlefield, it'll be hard to abuse. If I also make it heal troops, then AI will think of it as healing spell and target only wounded troops (Which means that it'll be hard to "cloud" your mages). The effect would quite similar to the spell "healing mists" so no N/A as path combo.
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Originally Posted by VedalkenBear
S/A: Heavenly Glow, Grant a unit (square, etc.) Awe.
A/D: Styxian Storm, puts up a Storm and drops clouds that Feeblemind anyone in them (MR negates).
A/S: Wrathful Descent, Stellar Cascades + lingering cloud that does AN lightning damage.
W/N: Ink Cloud, Underwater only, Poison damage + blind
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Heavenly Glow: unfortunately, you can't give awe by spell.
Styxian Storm and Wrathful Descent: I gave some thoughts on the issue of battle enchanments, see the new Design Goals.
Ink Cloud: Quite nice, I like it. I'll make the blindness resistable by def, like earthquake ("can you close your eyes in time?")
Quote:
Originally Posted by Redeyes
Some ideas to fill your open slots:
A/S: Shield of the Heavens, adds twist fate & charged body in a large area.
F/E: Summon Magma Elemental, as a water elemental but 2 crush attacks + Flame Strike, some protection, fire immunity/cold vulnerability and weak fire shield but no trample.
Con- Requires new sprite
F/N: Corpus Annihilō (Latin: Body to Nothing) as soul slay/bone melter but also deals fire damage in a small area.
F/S: Daystar's Blessing, adding flaming weapon, heat radiation and fire immunity effects as a self-buff. If flaming weapon doesn't work (no other spell does it), then fire shield.
E/N: Elemental Warding, as resist elements nature buff but in a small area, large with gem cost.
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Shield of the Heavens: I like the idea, but "reneweable" Twist Fate (especially with large AoE!) might be problematic. I can counteract that thought, I'll give hideously abysmal range so you can' rebuff your troops in comabt.
Summon Magma Elemental: Ok idea, but I really won't have time to graphics and mod 50+ spells! If someone gives me reasonably good and dominion-fitting graphics, I can make summon spell for them and it in the mod.
Corpus Annhilo: Awesome idea! It's a shame it can't be done. You can't do spell with "if", since #nextspell always goes off. This spell would be, if check fails and dude dies, do fire damage.
Daystar's Blessing: Intresting theme. I'll ponder this..
Elemental Warding: Nice work!
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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