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October 5th, 2012, 03:46 PM
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Second Lieutenant
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Join Date: Jan 2010
Location: Hawaii
Posts: 434
Thanks: 126
Thanked 4 Times in 3 Posts
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Re: MA -Myconos- Last of the Fungi
Can't find onebattlespell id's used in mod in online spell DB.
Could someone explain what is :
onbattlespell 815 (monster 3789)
819?
Maybe some other spells as well with strange numbers, didn't check all the mod till the end.
But these numbers in an online database looks more like summon firebird, summon rusalka, rather something really reasonable.
Is it a mistake or these spells are redefined somewhere? Where I can see what spells with these numbers really do?
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October 5th, 2012, 04:25 PM
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Second Lieutenant
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Join Date: Jan 2010
Location: Hawaii
Posts: 434
Thanks: 126
Thanked 4 Times in 3 Posts
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Re: MA -Myconos- Last of the Fungi
Plsea ignore last question, answer was found
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October 5th, 2012, 04:33 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Thanked 120 Times in 93 Posts
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Re: MA -Myconos- Last of the Fungi
For completion, these numbers are modded spells later in the file. Battlespells can only reference already existing spells.
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October 7th, 2012, 03:38 AM
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Second Lieutenant
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Join Date: Jan 2010
Location: Hawaii
Posts: 434
Thanks: 126
Thanked 4 Times in 3 Posts
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Re: MA -Myconos- Last of the Fungi
Wouldn't D2N2 guy seem more logical with D2E2 paths?
It looks like creatures, which can hide in woods, but still reasonable in open or on the edge on woods and open D2E2l.
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October 7th, 2012, 02:39 PM
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Second Lieutenant
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Join Date: Jan 2010
Location: Hawaii
Posts: 434
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Re: MA -Myconos- Last of the Fungi
And make them being generated in the field, not forest (switch with B anf B/N guys)
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October 8th, 2012, 03:36 AM
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Sergeant
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Join Date: Feb 2011
Posts: 210
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Re: MA -Myconos- Last of the Fungi
Quote:
Originally Posted by militarist
Wouldn't D2N2 guy seem more logical with D2E2 paths?
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Actually, the Stag beetles were supposed to have N2. Then the D2N2 would have made sense on the Centaurs as all the tier 3 morphs would gain an extra path from the one the tier 2 morphs have.
Any reason you like E better then N on the Centaurs?
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October 8th, 2012, 11:47 AM
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Second Lieutenant
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Join Date: Jan 2010
Location: Hawaii
Posts: 434
Thanks: 126
Thanked 4 Times in 3 Posts
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Re: MA -Myconos- Last of the Fungi
I remember, that it was supposed to be N but now - E. I keep it in mind.
The reason why I think Centaurs should be E based rather then N is that it will be just more logical and intuitively clean. Also steppe-based centaurs are not less logical then wood centaurs. I'm sure histiry knows both versions.
And then it's logical tie them to plain terrain switching them with B2s and B2N2s.
Nothing else, really. If not to count that E is in general more useful then N for non-communion use (E2 summon earch power->E3-> skelespam with some reinvig for example or anything else..E3 is much better then N2).
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October 11th, 2012, 10:13 AM
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Second Lieutenant
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Join Date: Jan 2010
Location: Hawaii
Posts: 434
Thanks: 126
Thanked 4 Times in 3 Posts
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Re: MA -Myconos- Last of the Fungi
Blood egg I've got from City guard commander have paths of city guard commander instead of B2.
Is it how it's intended to be?
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October 11th, 2012, 11:59 AM
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Sergeant
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Join Date: Feb 2011
Posts: 210
Thanks: 26
Thanked 23 Times in 12 Posts
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Re: MA -Myconos- Last of the Fungi
Quote:
Originally Posted by militarist
Blood egg I've got from City guard commander have paths of city guard commander instead of B2.
Is it how it's intended to be?
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Yes. Once magic paths have been assigned to a unit you can't change them by transformation. Not intended but not much of a choice either.
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October 11th, 2012, 12:28 PM
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Second Lieutenant
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Join Date: Jan 2010
Location: Hawaii
Posts: 434
Thanks: 126
Thanked 4 Times in 3 Posts
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Re: MA -Myconos- Last of the Fungi
So when blood egg will transform to a 3d form, it will still be paths of initial city guard commander?
Soundy not very nice. But when you transform second form to 3d, you change paths, right? What's the difference here?
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