| 
 | 
     
    
    
    
     
    
    
    
 
    
    
 
    
     
    
    
    
     
    
    
    
     
    
    
    
 
    
    
 
    
    
 | 
       | 
      
 
 
	
	
	
	
	
	
	
	
		  | 
	
	 | 
 
 
		
	
	
	
		
	
	
	
		
		
		
			
			 
			
				April 9th, 2008, 06:36 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				National Security Advisor 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Sep 2003 
					Location: Eastern Finland 
					
					
						Posts: 7,110
					 
					 
	Thanks: 145 
	
		
			
				Thanked 153 Times in 101 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: MoD mod
			 
             
			
		
		
		
		You only have to refer to them by number if they are user made. Since we're discussing custom spells I thought explainig the work-around would be enough and omitted some less important fetails...  
 
Also, I'm not sure if you can link to a renamed vanilla spell via the new name. I think it's possible, but it's not important. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				May 21st, 2008, 04:23 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Captain 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Sep 2004 
					Location: France 
					
					
						Posts: 961
					 
					 
	Thanks: 2 
	
		
			
				Thanked 12 Times in 8 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: MoD mod
			 
             
			
		
		
		
		v0.2 removed the researchlevel 0 I used for test    also made it scale more by level (60+4xlvl instead of 80+1xlvl).  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				May 21st, 2008, 06:15 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Jun 2003 
					Location: az 
					
					
						Posts: 3,069
					 
					 
	Thanks: 41 
	
		
			
				Thanked 39 Times in 28 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: MoD mod
			 
             
			
		
		
		
		 
 
The description inside the game reads 
 
number of effects: 84+ 
fatigue cost: 200 
air gems required: 2 
 
 
Is this the correct results?    (just wondering) 
		
	
		
		
		
		
		
		
			
				__________________ 
				There can be only one.
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				May 21st, 2008, 06:19 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Captain 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Sep 2004 
					Location: France 
					
					
						Posts: 961
					 
					 
	Thanks: 2 
	
		
			
				Thanked 12 Times in 8 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: MoD mod
			 
             
			
		
		
		
		Yes as the spell is castable by a level 6 mage  
 
60+ (6x4) = 84 effects minimum. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				May 22nd, 2008, 08:48 AM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Captain 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Sep 2004 
					Location: France 
					
					
						Posts: 961
					 
					 
	Thanks: 2 
	
		
			
				Thanked 12 Times in 8 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: MoD mod
			 
             
			
		
		
		
		I just found a better fix for MoD (attached a test version with researchlevel 0). 
 
It's actually possible to recreate the spell with limited duration via mod commands ! I just figured it and I think I have the beginning of a solution for a definitive fix by mod.  
 
I first tested #effect 5081 to make the battlefield enchantment last 5 rounds (adding x000 -with x < 10- to an effect make it a cloud with duration of x round), but if the spell is displayed with "5 round duration", it doesn't work for BE.  
 
But, it's possible to create a cloud with limited duration summoning units each round, with the effect x001.  
 
So I've created a spell making a summoning cloud on 5% of the battlefield, with a duration of 3 rounds, one ghost wolf appearing per round in each square, and it works. Creatures don't disappear after 3 rounds but the clouds disappear and stop to summon more then battle ends normally.  
 
It's then possible to add mist as a secondary effect (using nextspell) , or spells summoning other creatures as nextspells.  
 
The only problem is actually : as the spell is no longer a battlefield enchant mages can chain cast it (= really huge ghost wolves army).  
 
Perhaps a workaround can be found using Mist (BE) as the primary effect of the spell, and the summoning clouds in nextspell, so the mages don't recast the spell. 
 
ps : 3 rounds duration is short, but one creature on each square on 5% of the battlefield = far more effects per round than the original MoD spell  
		
	
		
		
			
		
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				May 22nd, 2008, 09:07 AM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Captain 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Sep 2004 
					Location: France 
					
					
						Posts: 961
					 
					 
	Thanks: 2 
	
		
			
				Thanked 12 Times in 8 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: MoD mod
			 
             
			
		
		
		
		Even better, limited duration works for border summon, so it's possible to make MoD a spell of a duration of 9 rounds summoning units on the edges of the battlefield (with number of effects = total wanted, instead of a number of effect per square). 
 
Ie, this version : 
 
#selectspell "Mists of Deception" 
#researchlevel 0 
#effect 9043 
#damage 298  
#nreff 2004 
#end 
 
make (4 + 2/lvl) ghost wolves spawn each round during 9. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				May 22nd, 2008, 10:52 AM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Captain 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Sep 2004 
					Location: France 
					
					
						Posts: 961
					 
					 
	Thanks: 2 
	
		
			
				Thanked 12 Times in 8 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: MoD mod
			 
             
			
		
		
		
		I think I now have a good fix, keeping the spirit of the original spell. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				May 22nd, 2008, 03:46 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				National Security Advisor 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Nov 2006 
					Location: Oxford, UK 
					
					
						Posts: 5,921
					 
					 
	Thanks: 194 
	
		
			
				Thanked 855 Times in 291 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: MoD mod
			 
             
			
		
		
		
		Incredible! Good work Twan. 
 
(Incidentally I haven't tested it, but will try to have a look before KingMaker starts). 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				May 24th, 2008, 09:31 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				Lieutenant General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Feb 2007 
					Location: New Orleans 
					
					
						Posts: 2,741
					 
					 
	Thanks: 21 
	
		
			
				Thanked 28 Times in 17 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: MoD mod
			 
             
			
		
		
		
		 I have given Llamabeast the license to use whatever mod he desires to fix the spell for Kingmaker. Thanks for the work Twan! 
		
	
		
		
		
		
		
		
			
				__________________ 
				"War is an art and as such is not susceptible of explanation by fixed formula."  
- General George Patton Jr. 
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
 
	
		
	
	
	
	
	
	
	
		
	
		 
		Posting Rules
	 | 
 
	
		
		You may not post new threads 
		You may not post replies 
		You may not post attachments 
		You may not edit your posts 
		 
		
		
		
		
		HTML code is On 
		 
		
	  | 
 
 
	 | 
	
		
	 | 
 
 
     |  
 |