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  #1  
Old June 19th, 2008, 02:43 AM
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Default Re: Two-level randoms?

Atreidi, that particular command is listed in your mod manual. Most people just don't look at #magicskill when they're doing randoms, because most nations have a mix of elemental and sorcery randoms in Dominions 3.


chrispedersen, Gath isn't a mod nation. MA Atlantis Kings of the Deep also have linked custom randoms, and there might be few more mages (ah, Dust Priests from Hidden in Sand) with the ability, but the mod commands can't duplicate that.
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Old June 19th, 2008, 03:05 AM
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Default Re: Two-level randoms?

I see, I need to pay closer attention to the info on the manual. I usually use the doc folder on the game directory to look for commands. The manual can be quite intimidating at first. U need to read it a couple of times to get every thing straight. I've just read the manual once and put it away.

But hey its great to know you can do level 2+ randoms
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Old June 19th, 2008, 05:08 AM

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Default Re: Two-level randoms?

'Mod manual' means the modding.pdf in the doc folder.
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Old June 19th, 2008, 05:14 AM

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Default Re: Two-level randoms?

Although what is better is Edit's unofficial modding manual, which I think you can find a link to in the signature of one of his posts.
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  #5  
Old June 19th, 2008, 07:20 AM
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Default Re: Two-level randoms?

Quote:
Sombre said:
'Mod manual' means the modding.pdf in the doc folder.
Thanks for the correction.

Modding manual and map manual are the pdf files found in \doc. The paper manual doesn't have any details about modding, IIRC. I'm sorry if I caused any confusion.
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Old June 21st, 2008, 04:47 PM
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Default Re: Two-level randoms?

How do you do the two level randoms that are not 50,51,52? There must be other combinations...
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Old June 21st, 2008, 05:23 PM

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Default Re: Two-level randoms?

Nope, there are only those options. As I understand it, in Dominions2 the only randoms were elemental, sorcery or all. That's a very major improvement in Dom3 to my mind.
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  #8  
Old June 21st, 2008, 06:04 PM
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Default Re: Two-level randoms?

There's #magicskill, which allows for linked randoms via the Dom2 mechanic (50, 51 and 52), and then there's #custommagic, which allows for non-linked and less-than-100-percent randoms via the Dom3 mechanic (bytemasks for enabling paths in the random).

Johan and Kristoffer can do linked randoms via the Dom3 mechanic, but we can't duplicate it by modding.
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