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Old January 3rd, 2009, 11:58 PM
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AreaOfEffect AreaOfEffect is offline
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Default 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.
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Old January 5th, 2009, 09:58 AM

Sombre Sombre is offline
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Default Re: New patch soon?

Quote:
Originally Posted by AreaOfEffect View Post
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.
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