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  #71  
Old September 19th, 2004, 12:38 PM
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Default Re: Wishlist for September

Quote:
Arryn said:
I just need to reiterate the following: The bug, which has been around for the past several patches, in which global spells do not go away when the pretender who cast them goes poof really REALLY needs to be fixed. It's extremely annoying. Please, please, if we get no other fixes/tweaks, let's get this one.

(Can you tell I'm miffed at the moment? )
This was with 2.14? Thought they said they'd cleaned up that problem.
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  #72  
Old September 19th, 2004, 06:05 PM
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Default Re: Wishlist for September

Yes, the problem still exists in 2.14. I don't recall if the pretender went poof before or after I applied the 2.14 patch, but even if the pretender went bye-bye prior to my having applied 2.14, the game code should check every turn to see if the caster of a global spell is still alive, and it very much seems that the game fails to do so.
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  #73  
Old September 22nd, 2004, 01:35 PM
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Default Re: Wishlist for September

Umh, can I still add another wish to this small and topic-focused thread?

- Ban pretenders from the Hall of Fame! Add their Kill/Exp stats to the Nations-Info screen instead. This would make a 10-place HoF worthwhile in games of ten nations...

- Add to the description text of "RitualOfReturning" that only the leading 10 heroes may return or fix that bug otherwise...

- Include markers on unit-pics within strategic maps, i.e. some flag to toggle on/off, or a dot that changes colour when clicked, or simply a coloured frame of the unit icon! This would make it easier to remember ViP (i.e. those carrying DwarvHammers, SiegeHorns, StaffofStorms,etc.)
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  #74  
Old September 22nd, 2004, 09:47 PM
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Default Re: Wishlist for September

A request regarding the wishes we can make: do the developers need wishes about future modding commands, or will they be added as time/programming allows it?
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  #75  
Old September 23rd, 2004, 05:10 AM
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Default Re: Wishlist for September

Hmm. Very annoying. I hope it's only a remnant from patch switch. If anyone can reproduce the global enchantment bug with 2.14 (not in 2.13-2.14 switched games) let us know.
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  #76  
Old September 23rd, 2004, 05:23 AM
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Default Re: Wishlist for September

Quote:
Alneyan said:
A request regarding the wishes we can make: do the developers need wishes about future modding commands, or will they be added as time/programming allows it?
Both. We could easily think of some modding commands that could be implemented, but it would not necessarily be useful ones. Post some suggestions on what is missing. They will be added as time/programming allows it, but in this case your suggestions are important. After all modding is for you. I can make whatever I want without modding tools .
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  #77  
Old September 23rd, 2004, 06:10 AM
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Default Re: Wishlist for September

- A mod/map/command line command to make pop growth work as follows:

Code:

pop growth =((1+[number of growth scales])*[growth %tage])*
[acutal pop of province]^2
/
2*[average starting pop of province]



- AI that builds castles

- tac AI that can let a mage sit there and do nothing for a turn if no suitable target in range (not wasting fatigue on senseless buff spells)
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  #78  
Old September 23rd, 2004, 06:22 AM
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Default Re: Wishlist for September

Very well; then, without further addendum, here comes my own wishes (and the three hundred astral pearls needed):

* A way of altering the required paths (and thus the cost) of magic items.
* If possible, a "clone" command for spells would be nice. It would create a copy of an already existing spell. I am thinking of possible applications mostly in the field of summoning spells.
* Allowing a player to select the ID of the summoned creature would also be an interesting addition if we are allowed to create new spells.
* These two suggestions could also be applied to magic items, mainly weapons and armour (miscellaneous items are likely much harder to change).
* The ability to edit descriptions of spells and items, and possibly the name of new spells as well (already existing spells may have a problem with having their name changed however).

At the moment, the only way to make new summonings is to highjack Ermor, which has more than enough of these, and to alter their nation specific creatures. If this solution is good enough to make creating new spells uneeded, being able to change descriptions would be needed; otherwise, you will be stuck with Ermorian descriptions, even if creating a nation of goodly creatures.

The other problem with having Ermor as the sole way of creating more than a few summoning spells is that it may make mods incomptabible with one another, if they all use Ermor to get their summoning spells. Even if T'ien Ch'i, C'tis and Pangaea have their summoning spells stolen by a modder, this problem will still likely occur.

As usual, I have no idea of how much work all the above requires, or how easy it is to implement these wishes.
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  #79  
Old September 23rd, 2004, 06:46 AM

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Default Re: Wishlist for September

It would also be very nice to have some control over the special effects of some nations, such as the type/number of autosummons of dominions like Ermor and Pan CW, as well the inherent population killing effect (independent of death scale) of these nations.
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  #80  
Old September 23rd, 2004, 09:54 AM

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Default Re: Wishlist for September

Could ermorian cultists become stealthy. It would fit thematically and would make them more usefull.
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