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April 9th, 2008, 06:36 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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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.
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May 21st, 2008, 04:23 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
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Thanked 12 Times in 8 Posts
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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).
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May 21st, 2008, 06:15 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
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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)
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May 21st, 2008, 06:19 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
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Re: MoD mod
Yes as the spell is castable by a level 6 mage
60+ (6x4) = 84 effects minimum.
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May 22nd, 2008, 08:48 AM
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Captain
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Join Date: Sep 2004
Location: France
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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
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May 22nd, 2008, 09:07 AM
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Captain
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Join Date: Sep 2004
Location: France
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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.
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May 22nd, 2008, 10:52 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
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Re: MoD mod
I think I now have a good fix, keeping the spirit of the original spell.
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May 22nd, 2008, 03:46 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: MoD mod
Incredible! Good work Twan.
(Incidentally I haven't tested it, but will try to have a look before KingMaker starts).
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May 24th, 2008, 09:31 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
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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!
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