|
|
|
 |

January 3rd, 2009, 10:32 PM
|
Major General
|
|
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
|
|
Re: New patch soon?
Quote:
Originally Posted by Gandalf Parker
Conjuration has most. Enchantment and Blood have their fair share. But wouldnt it be great for trading in-game if a Construction "spell" gave Ulm the ability to make special armor?
It seems that some nations might concentrate on researching Aleration (defense?) and another on Evocation (offense?). And I always thought of Arcos as being Thaumaturgy.
|
I know this would still be a summon, technically, but you could have a spell which allows a master smith to forge himself armor (magic suit of armor like the Green Knight, or whatever) by doing something like Banquet for the Dead: casting the spell kills the caster, but you get another unit in exchange. Maybe the new form has no hand slots but built in lifedrain weapons and Prot 20, or something.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
|

January 3rd, 2009, 11:58 PM
|
 |
Major
|
|
Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
|
|
Re: New patch soon?
Modding new spells is actually a lot easier then modding new creatures. All of the graphics that you will ever use are already in the game and can be accessed by identifying it by number. The effects are also easy to manipulate once you've gotten hold of a detailed magic modding spreadsheet. Also, there are far fewer stats to adjust.
The spell concepts aren't that hard to come up with once you use a bit of imagination. Its also really easy to reuse existing effects without generating too much overlap. Spite the fact that there are three regular spells that grant quickness, Celestial Music, the Bandar Log national spell, does the same thing and yet is unlike all of them. Why? Because several of the parameters have been changed. It hits the entire battlefield, it only effects magic beings, it needs astral magic rather then water magic, and is researched under enchantment rather then alteration.
Besides, even the summoning spells could use some more variety. Most of them are the same. You cast the spell and a unit appears in the province where you cast the spell. More of the spells could be remote casting spells or assassination spells or battlefield summons in my opinion.
For example. The Simargl is a national summon for Bogarus. This nation has a huge amount of national summons. There is almost no reason for the shear number of the normal summons they have. The simargl, in my opinion, is a niche summon that mainly assists in patrolling provinces. It would have been reasonable in my opinion to make it an assassination spell and restrict it so that you can't target enemy provinces (in the way site searching spells can't target provinces you don't control). Then make the attacking unit just tough enough to take out a scout and not much else. Now you've changed the dynamic of Bogarus so it actually plays differently.
|

January 5th, 2009, 09:58 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: New patch soon?
Quote:
Originally Posted by AreaOfEffect
Modding new spells is actually a lot easier then modding new creatures. All of the graphics that you will ever use are already in the game and can be accessed by identifying it by number. The effects are also easy to manipulate once you've gotten hold of a detailed magic modding spreadsheet. Also, there are far fewer stats to adjust.
|
So you've used fx numbers, 'flysprites' etc for spells and it's worked as anticipated?
I admit I haven't tried it in a while and it might have been fixed since, but the last time I did we didn't have the fx numbers - the modding manual pointed to flysprites used for weapons incorrectly and of course, those didn't work.
|

January 5th, 2009, 05:30 PM
|
BANNED USER
|
|
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
|
|
Re: New patch soon?
Quote:
Originally Posted by MaxWilson
Quote:
Originally Posted by Gandalf Parker
Conjuration has most. Enchantment and Blood have their fair share. But wouldnt it be great for trading in-game if a Construction "spell" gave Ulm the ability to make special armor?
It seems that some nations might concentrate on researching Aleration (defense?) and another on Evocation (offense?). And I always thought of Arcos as being Thaumaturgy.
|
I know this would still be a summon, technically, but you could have a spell which allows a master smith to forge himself armor (magic suit of armor like the Green Knight, or whatever) by doing something like Banquet for the Dead: casting the spell kills the caster, but you get another unit in exchange. Maybe the new form has no hand slots but built in lifedrain weapons and Prot 20, or something.
-Max
|
Wink.. besides.. rebirth still works = )
|

January 17th, 2009, 09:39 AM
|
Private
|
|
Join Date: Mar 2008
Posts: 47
Thanks: 1
Thanked 5 Times in 2 Posts
|
|
Re: New patch soon?
Thread necromancy 
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|