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  #1  
Old April 17th, 2008, 04:10 PM

Sombre Sombre is offline
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Default Re: Poison weapons

We can't mod it. If it was changed by KO in basegame it would be possible to mod it back to the way you like easily though, using #secondaryeffectalways.

I don't understand what green numbers have to do with anything, since no-one is suggesting poison should be removed from the game. If you really like them that much you could write a mod giving all units #onebattlespell "Foul Vapors". You'd get lots of green numbers.

That last paragraph of yours is very telling. But the issue here is poison missile weapons. Nothing else. Believe it or not it's possible to like fun and beer and SP dom3 and still want them fixed.
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Old April 17th, 2008, 04:42 PM

Forrest Forrest is offline
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Default Re: Poison weapons

Quote:
Sombre said:
We can't mod it. If it was changed by KO in basegame it would be possible to mod it back to the way you like easily though, using #secondaryeffectalways.

Now that is a very good point. Which makes a few things clear to me.

Oh well, if that's what it takes to make everyone happy that's life. I'll end up having to learn how to mod if I want the poison bows to remain as effective as they are now.
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  #3  
Old July 7th, 2008, 08:03 PM

Sombre Sombre is offline
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Default Re: Poison weapons

I'm bumping this because I was talking about it in IRC and I'd love to know if it will ever be changed in the basegame or at least made so it can be modded in a future patch.

There are more important bugs and issues probably, this is just one of my bugbears (along with fort types).
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