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  #1  
Old November 2nd, 2008, 11:13 PM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

removing vanilla spells isn't really much of an option, most aren't that strange for dom 3K though.. items would be a bigger problem for "immersion"
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  #2  
Old November 3rd, 2008, 05:18 PM
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Darkwind Darkwind is offline
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

How is it not much of an option? Wouldn't
Code:
#selectspell "spellname"
#clear
#end
remove the spell (or at least render it useless)? The only thing this doesn't work on I think is globals, of which there aren't many. The only problem I see is that it would take a while to go through all of the spells and remove them.

Also, I'm playing through as the orcs. Expect to see some commentary soon.

At first look, they seem interesting; I think something might be bugged though since none of the units seem to be getting increased paths when I upgrade them. It might be because I upgrade them immediately though.
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Old November 4th, 2008, 04:52 AM
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

Quote:
Originally Posted by Darkwind View Post
How is it not much of an option? Wouldn't
Code:
#selectspell "spellname"
#clear
#end
remove the spell (or at least render it useless)? The only thing this doesn't work on I think is globals, of which there aren't many. The only problem I see is that it would take a while to go through all of the spells and remove them.

There's a command for removing spells. I think it was #researchleven -1. There are those mods Kristoffer made that disable all spells above level 4, and those would be a good starting place if you wanted to.

Bigger problem is having enough spells to keep research meaningful and to still have stuff for mages to do.
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