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November 11th, 2010, 07:38 PM
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Re: Remove Curses and Horror Marks?
Quote:
Originally Posted by NTJedi
Read post #112 within this thread.
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Well yes, there's that, but that only partially addresses horror marks, and does nothing for curses or insanity.
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November 12th, 2010, 08:12 PM
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Re: Remove Curses and Horror Marks?
Quote:
Originally Posted by Zogundar
Quote:
Originally Posted by NTJedi
Read post #112 within this thread.
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Well yes, there's that, but that only partially addresses horror marks, and does nothing for curses or insanity.
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You can mod out the spells, items and magic sites so horror marks and curses are virtually impossible. You can even change the horrors into a single weak dragonfly. A little modding will make these extremely rare.
As TheConway says if you don't like insanity-> don't play w/LA Rlyeh and don't use dimensional rod or gift of kurgi. You can even mod the tartarians to drop their insanity and possibly remove it.
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November 14th, 2010, 05:38 AM
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Re: Remove Curses and Horror Marks?
Quote:
Originally Posted by NTJedi
You can mod out the spells, items and magic sites so horror marks and curses are virtually impossible. You can even change the horrors into a single weak dragonfly. A little modding will make these extremely rare.
As TheConway says if you don't like insanity-> don't play w/LA Rlyeh and don't use dimensional rod or gift of kurgi. You can even mod the tartarians to drop their insanity and possibly remove it.
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What about events? The items I could live without I suppose, but surely there has to be a solution that doesn't involve removing an entire race from the game?
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Personally increasing the battlefield turn limit and preventing AI oppoenents sending pretenders into the arena death match are much more important.
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I don't see why it has to be either/or.
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November 14th, 2010, 11:46 AM
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Re: Remove Curses and Horror Marks?
Zogundar - LA R'lyeh's dominion effect is unmoddable. Therefore there is no way to have them in the game without having their insanity dominion present.
Events also cannot be modded out. HOWEVER, you can use mod commands to set the chances of random events very low, particularly the ones that are rare in the first place, which would almost completely at that point remove horror marking from the game, period.
If you can play without LA R'lyeh (the only LA water nation anyway), events set to minimal, no items that cause horror mark or curse, no magic sites that do the same, or spells... then you will only be stuck with curses, on an extremely, extremely rare basis. And they'll probably never affect a unit that matters. If this isn't enough for you, you will never find this game playable because it's highly unlikely illwinter is going to spend the time changing things just for one guy so he'll be more likely to buy the game. They've done updates to the game for years, but at the moment, they're focusing on other things and updates of that nature are extremely unlikely.
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November 15th, 2010, 03:21 AM
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Re: Remove Curses and Horror Marks?
How do you remove weapons/armor/items?
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November 15th, 2010, 09:13 AM
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Second Lieutenant
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Re: Remove Curses and Horror Marks?
Quote:
Originally Posted by Zogundar
How do you remove weapons/armor/items?
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For items, you make them research level 12 (as TheConway points out.)
For weapons/armor, you either
1) Mod the units using them to use different weapons/armor (e.g. change the horror's "astral claw" weapon into a regular "claw" weapon.)
2) Mod the weapons/armor so that they are no longer objectionable (e.g. set all the stats on the "astral claw" such that it no longer does a horror marking attack.)
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November 15th, 2010, 04:23 PM
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Re: Remove Curses and Horror Marks?
Quote:
Originally Posted by Stavis_L
2) Mod the weapons/armor so that they are no longer objectionable (e.g. set all the stats on the "astral claw" such that it no longer does a horror marking attack.)
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How do you go about doing this exactly? Do you have to stat out the whole item? Or can you just make one change and it will drop any "special" properties? If the former, do you need something in the place of the #secondaryeffect/#secondaryeffectalways? (How do you know which it is anyway, I don't believe the database specifies..)
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