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  #1  
Old August 24th, 2008, 05:21 PM

Aezeal Aezeal is offline
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Default Linked costum magic

How do I get linked costum magic (so a chance someone gets 2-3 of the same path)

I tought I had heard I just had to give the number and then set 200 or 300 %... which seems to be wrong..

how to do it then?
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #2  
Old August 25th, 2008, 06:25 AM
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Default Re: Linked costum magic

The way I do it using fire and air as an example and going for a level three on those paths:

#custommagic 384 100 (mask 128 + mask 256)
#magicboost 128 2
#magicboost 256 2
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  #3  
Old August 25th, 2008, 07:36 AM
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Default Re: Linked costum magic

Quote:
Originally Posted by Edratman View Post
The way I do it using fire and air as an example and going for a level three on those paths:

#custommagic 384 100 (mask 128 + mask 256)
#magicboost 128 2
#magicboost 256 2
Hold on, this actually works? Because so far I haven't seen anyone post about making custom magic paths successfully boostable.

Does this affect all random picks containing those magics? Meaning that if you had

#custommagic 384 100 (mask 128 + mask 256)
#magicboost 128 2
#magicboost 256 2

as one random and a second random would be #custommagic 896 100 (FAW), would the second one be affected or does it result in a bug? In any case, this calls for more testing as soon as possible.
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Old August 25th, 2008, 08:13 AM
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Default Re: Linked costum magic

That works. However there is a typo. I'm not at home with my mods so I had to use memory, which has proven to be faulty. I remembered that I had to do each path individually, that is why I showed each path as a line, but you do not use the mask number in boost, you use the path.

The correct form is:
#custommagic 384 100 (mask 128 + mask 256)
#magicboost 0 2
#magicboost 1 2

I am about two weeks from posting my first mod (which will be hated by purists I think), but I am successfully using boosts on 4 mages. I am using it on Sorcery mages without blood so I use custom magic 100 % (2048 + 4096 + 8192) and then use boost path on 4,5 and 6.

The only issue with using a boost is when you look at the mage in the commander screen you will only see the magic as (for example) F + A 100% and see 1 level not the three that will actually occur.

I have never tried your second conjecture. It is a little too complicated for me. I'm an old fart.

If you would like, I could send you my ALPHA vrsion of the mod. I do not want to post an unfinished version. I'm playing it now for debugging, but I would like to add about 6 more summons to it. But not until I get up to and test the summons that I've written into it so far.
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Old August 25th, 2008, 10:37 AM
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Default Re: Linked costum magic

Thanks for the info. I don't need the unfinished mod, I have a couple of test mods of my own precisely for testing units, weapons and other stuff, so I'll use those to check this out. I still need to check some other stuff anyway, might as well do that at the same time.
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Old August 25th, 2008, 11:32 AM

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Default Re: Linked costum magic

I can't wait to hear of the result, might be a nice roundabout but nto seeing it in the screens is a bit annoying maybe..
Basicly getting things like the Hinnom melqart etc with linked magic isn't moddable as far as we know then?
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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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  #7  
Old August 25th, 2008, 11:36 AM
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Default Re: Linked costum magic

Edi, when your try boosting, also use the sorcery path code (52) to boost. I've found that it also boosts priest levels. I think it is a bug, but I haven't reported it because of limited testing. The elemental boost (51) works fine.
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  #8  
Old August 25th, 2008, 11:40 AM
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Smile Re: Linked costum magic

Quote:
Originally Posted by Aezeal View Post
I can't wait to hear of the result, might be a nice roundabout but nto seeing it in the screens is a bit annoying maybe..
Basicly getting things like the Hinnom melqart etc with linked magic isn't moddable as far as we know then?
What are the Hinnom Melqart linked magic paths that you are referring to?

I do find it a little bothersome that the screen does not depict the actual resultant magic myself. But it is my mod, so it is not like I'm going to be surprised at the final levels.
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Old August 25th, 2008, 01:12 PM

Aezeal Aezeal is offline
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Default Re: Linked costum magic

mayube not the melquart but one of the new nations has some mages with 2 and 3 of whatever random path they get. I want THAT.
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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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  #10  
Old August 25th, 2008, 03:57 PM
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Default Re: Linked costum magic

For random elemental:

#magicskill 51 4

That will give a mage 4 paths in one of the 4 elementals, either 4F,4W,4A or 4E.

For a random 4 level mage in one of earth, astral, or death:

#custommagic 7168 1
#magicboost 3 3
#magicboost 4 3
#magic boost 5 3

The mage will be either 4E, 4A or 4D.

To make mage random in all 8 paths to level 4:
#magicskill 50 4
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