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April 21st, 2008, 09:18 AM
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BANNED USER
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Join Date: Feb 2007
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Re: magic modding question
That has been tried before in a couple of mods and works. 0 mapmove unit that you can summon which can then summon other units via domsummon, summon allies command, autosummon or by spells only it can cast.
The code for my Dogs of War mod includes a H6 unit who can summon unique commanders who then summon their individual troops. Paymaster - Captain - Troops. No gems involved, only high goldcosts to create upkeep.
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April 21st, 2008, 11:09 AM
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BANNED USER
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Join Date: Apr 2008
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Re: magic modding question
Sombre, that's cool. I figured that a more accomplished modder would have tried the concept.
I searched for the Dogs of War mod without success.
Could you provide a link to it? Thank you.
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April 21st, 2008, 11:31 AM
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BANNED USER
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Join Date: Feb 2007
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Re: magic modding question
You can't find it because I haven't released it. It's like the Empire mod, it's got plenty of code written and quite a few graphics, but it just isn't at the stage I can even beta release it.
Don't know when I'll finish it.
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April 21st, 2008, 12:57 PM
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Re: magic modding question
OK. Thank you. Your confirmation that the concept is viable is more than enough to make me happy. New spells are fairly easy to write. The trick with doing it well is going to be balancing it.
My thoughts were to make it so it could only be cast by the highest mage, but Azeal's concept of a using a pretender appears to be much better. I am musing about the concept of having to choose between 2 or 3 pretenders that can summon this "altar" with a path/holy combination that is unobtainable any other way, and have this combination cost such that a double 9 bless is out of the question unless you go -3 on everything. Probably will not be a popular idea and would probably favor the nations with free temperature points.
Just my thoughts.
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April 21st, 2008, 05:30 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: magic modding question
I still want most of the dwarves to be recruited in the normal fashion though and I'm pretty much against free summons that are powerfull since I think balance will be very hard end game.
It would've been great if it could be possible to have the need to unlock (search for) a site with a certain pretender to be able to use your powerfull units. Can it really not be done?
Or can it not be done to start without a temple.. without a starting temple you definately can never get your priest units reliably if you don't take a pretender with holy skills (and they don't exist except for the ones I'll be creating.)
Or just leave out the starting castle itself and raise a unique castle (can you have unique castles?) it with a cheap 1 E gem spell.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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April 21st, 2008, 06:20 PM
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BANNED USER
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Join Date: Feb 2007
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Re: magic modding question
None of that can be done.
I suggest you give the mod manual a read to get an idea of what's possible, or you'll just be wasting your time brainstorming.
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April 21st, 2008, 06:28 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: magic modding question
I read it just keep hoping you know more 
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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