.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old March 15th, 2004, 09:13 AM
tinkthank's Avatar

tinkthank tinkthank is offline
Lieutenant Colonel
 
Join Date: Jan 2004
Posts: 1,276
Thanks: 0
Thanked 2 Times in 2 Posts
tinkthank is on a distinguished road
Default Can one remove certain spells from the game via a mod?

Sorry, I dont understand modding well yet -- can one remove some spells? I personally am sick of losing Celestial Masters to Breath of Winter, and would settle for having it removed from the game until spellcasting AI is fixed further. Would this be possible? And if so, could someone with time on his or her hands tell me how to do it? Thank you.
Reply With Quote
  #2  
Old March 15th, 2004, 09:41 AM

Norfleet Norfleet is offline
Major General
 
Join Date: Jan 2004
Posts: 2,425
Thanks: 0
Thanked 0 Times in 0 Posts
Norfleet is an unknown quantity at this point
Default Re: Can one remove certain spells from the game via a mod?

You can't entirely remove a spell, as far as I know, but you can modify it to require impossible path combinations, such as both holy and unholy.

Try the following:
code:
#selectspell "Breath of Winter"
#path 0 8
#path 1 9
#pathlevel 0 9
#pathlevel 1 9
#end

That'll make the spell require a unit that is simultaneously a level 9 holy and unholy priest. That ain't gonna happen...ever! As a result, this spell is uncastable.
Reply With Quote
  #3  
Old March 15th, 2004, 10:05 AM

PDF PDF is offline
Colonel
 
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
PDF is on a distinguished road
Default Re: Can one remove certain spells from the game via a mod?

Very good idea Norfleet ! I only thought of making spells so costly (1,000 gems or fatigue ) they wouldn't be used even by the stupidest AI, but your Holy 9/Unholy 9 trick in better
Reply With Quote
  #4  
Old March 15th, 2004, 10:28 AM
Arryn's Avatar

Arryn Arryn is offline
Major General
 
Join Date: Jan 2004
Location: twilight zone
Posts: 2,247
Thanks: 0
Thanked 0 Times in 0 Posts
Arryn is on a distinguished road
Default Re: Can one remove certain spells from the game via a mod?

Quote:
Originally posted by Norfleet:
That'll make the spell require a unit that is simultaneously a level 9 holy and unholy priest. That ain't gonna happen...ever! As a result, this spell is uncastable.
It's a truly inspired idea, in theory. I suggest that it be checked out in an actual test game to be sure the folks at IW didn't include impossible-conditions checking in their code (something which all good programmers should allow for to make their apps bullet/idiot proof), which might cause the game to do something unfortunate like ignoring your directives.
__________________
Visit my Dominions II site
Reply With Quote
  #5  
Old March 15th, 2004, 03:35 PM
Wauthan's Avatar

Wauthan Wauthan is offline
Second Lieutenant
 
Join Date: Dec 2003
Posts: 475
Thanks: 0
Thanked 1 Time in 1 Post
Wauthan is on a distinguished road
Default Re: Can one remove certain spells from the game via a mod?

Sure it makes sense. I just thought you were in a hurry to try it out. Just make a copy of the .dm file. Call it "Spell Edits" or such and make a new banner for that mod. I'm sure you'll know what commands that would need altering.
Reply With Quote
  #6  
Old March 15th, 2004, 08:30 PM
Kristoffer O's Avatar

Kristoffer O Kristoffer O is offline
General
 
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
Kristoffer O is on a distinguished road
Default Re: Can one remove certain spells from the game via a mod?

There is a 'normal' way to mod-remove a spell. It makes a spell impossible to research.

#school -1

It's in the modding manual.
__________________
www.illwinter.com
Reply With Quote
  #7  
Old March 16th, 2004, 02:26 AM
tinkthank's Avatar

tinkthank tinkthank is offline
Lieutenant Colonel
 
Join Date: Jan 2004
Posts: 1,276
Thanks: 0
Thanked 2 Times in 2 Posts
tinkthank is on a distinguished road
Default Re: Can one remove certain spells from the game via a mod?

Thank you.

Could you tell me please which document I must open to put in this order, and where I should enter it? (I open it with wordpad, right?) Must I find the order for "Breath of Winter" as it stands now and override it?
thanks
Reply With Quote
  #8  
Old March 16th, 2004, 02:31 AM
Wauthan's Avatar

Wauthan Wauthan is offline
Second Lieutenant
 
Join Date: Dec 2003
Posts: 475
Thanks: 0
Thanked 1 Time in 1 Post
Wauthan is on a distinguished road
Default Re: Can one remove certain spells from the game via a mod?

Just copy/paste the commands Norfleet posted into your own "Sacred Salamanders" mod. Just paste it in one line below the #end command of your salamander edit and it should work as intended. Mod commands are global so you can mix spell, nation and unit mods all into one mod document. It just gets a bit confusing after a while.
Reply With Quote
  #9  
Old March 16th, 2004, 02:37 AM
tinkthank's Avatar

tinkthank tinkthank is offline
Lieutenant Colonel
 
Join Date: Jan 2004
Posts: 1,276
Thanks: 0
Thanked 2 Times in 2 Posts
tinkthank is on a distinguished road
Default Re: Can one remove certain spells from the game via a mod?

Ah hey thanks for that quick reply.
OK. Now I think I understand. Will do as you say.
But: wouldnt it make sense to keep these things separate? So that for example if this BoW mod screws something up, I dont screw up the Salamander mod? Or if I send someone the "sacred salamander" mod, he or she doesnt get the BoW-nerf automatically (in case he or she really wants to use that spell)?
Reply With Quote
  #10  
Old March 16th, 2004, 03:09 PM
tinkthank's Avatar

tinkthank tinkthank is offline
Lieutenant Colonel
 
Join Date: Jan 2004
Posts: 1,276
Thanks: 0
Thanked 2 Times in 2 Posts
tinkthank is on a distinguished road
Default Re: Can one remove certain spells from the game via a mod?

Thank you.

Read Kris O's post too late -- and I know too little about modding to know when and where to insert a "#school -1" command, sorry (is this right after "select spell?")

But I tested (although not extensively) Norfleet's idea Last night, worked like a charm, thanks Norfleet. When you hit f5 and then enchantment, you see BoW with 18 little menorahs, heheh looks quite funny -- and so far no bugs and what's better: no more suiciding mages! I can highly recommend it to anyone not playing Caelum or Jotunheim or an undead nation.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:54 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.