Quote:
Originally Posted by sansanjuan
Got me thinking about that too. Also imagine indy mages that communed and worked off a turn derived spell research formula.... could add some spice. Let them act just like unscripted player mages with whatever spells are available. Indies could get very interesting late game.
-ssj
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Unfortunately that's unlikely to happen in the near future (or at all). You could try modding a spell for each path of magic for the independents to use, using the "do a copy and modify the original" trick. It would be pretty easy to do and there seems to be some demand for it (at least I'd like to see better indy spellcasters)*.
It's not tested, but it might be possible to make a spell that summons animals in combat, like the "Summon Animals" ritual in the base game. That would be a nice feature for indy mages to cast.
To make it simple the trick works like this. Indy shamans love to cast Vine Arrow, so it's on indy spell list. First you make a modded copy of the "Vine Arrow" spell (Let's call it "Vine Arrow Copy"). Now you have two Vine Arrow spells in the game. Then you modify the original "Vine Arrow" spell into a spell, that for example summons vinemen and make that spell unresearchable. The result is that nature indies summon vinemen in combat and the players can use the "Vine Arrow Copy" spell whenever they want.
*= I'd do it myself, but I *really* can't take up additional projects. If someone takes up this project, I'll show my support and help with the code, if necessary.
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