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Old January 22nd, 2010, 06:31 AM

Sombre Sombre is offline
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Default Re: Magic Items under CBM

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I am of the opinion that if something is really worthless, then it should not be present in the stats of an item - the story around it may be a different thing. And if you remove the pillage bonus from the axe, I do not really see it as the same axe anymore. Conceivably I could be convinced otherwise.
You can't remove the pillage bonus from the axe.
My thinking was more in the line of effectively removing the axe and creating a new weapon with fear and the same look, but no pillage bonus.

Is that not possible?
No. It's also pointless, since you can just boost the imp axe and ignore the pillage bonus no-one cares about.

If you want to know what's actually possible rather than having to ask me or assume anything, I suggest looking in the mod manual. In fact no-one should be allowed to post in this thread unless they actually understand what can be done to weapons/items via mod commands.
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Old January 22nd, 2010, 05:04 PM

Valerius Valerius is offline
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Default Re: Magic Items under CBM

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In fact no-one should be allowed to post in this thread unless they actually understand what can be done to weapons/items via mod commands.
Well, I'm glad it's been clarified who is allowed to post in this thread.
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Old January 26th, 2010, 05:30 AM

Amorphous Amorphous is offline
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Default Re: Magic Items under CBM

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No. It's also pointless, since you can just boost the imp axe and ignore the pillage bonus no-one cares about.
Very well, if it cannot be done, the aesthetics of it is rather moot.

Looking at the axe, it really does not seem that bad in itself - fear is a reasonably powerful effect. It seems to me that at least part of the problem is that the Horror Helmet is available at the same level of construction with path requirements that make it likely that anyone able and willing to craft the axe, could craft the helmet instead. Perhaps bumping the helmet up to construction 4 would help.



Now regarding the general situation of 2-handers vs 1-handers and shields, I want to reinforce that cost is important. Sure, you usually build a number of top SCs in each game where a couple of gems here or there does not make any big difference, but at least for thugs, the same gems do matter. If you make a 5-gem 2-hander just as good as the combination of a 5-gem 1-hander and a 10-gem shield, the 2-hander is going to be built in the vast majority of cases.

Also it seems to me that a good number of the 2-handers discussed here are decidedly low-level. And in the early game, a mage turn is a lot more expensive than it is later, relatively speaking. And the number of gems needed is even more critical.

In the end, a construction 4 item should probably see use more often in the game once that level of construction is researched.

If you compare a 5-gem level 0 item to a combination of a 5-gem level level 0 item and a 10 gem level 4 item, the latter should be better in most situations.


Off topic:
Quote:
Originally Posted by Sombre
If you want to know what's actually possible rather than having to ask me or assume anything, I suggest looking in the mod manual. In fact no-one should be allowed to post in this thread unless they actually understand what can be done to weapons/items via mod commands.
I am sorry if my question rubbed you the wrong way; that was not my intention.

If you do not think relevant or want to answer one of my questions, just ignore it. I am not quite so self-centred that I regard you or anyone as having a duty to answer a question just because I ask it.

It also seems like my wording threw you off and you took my question a bit too literally. In my defence I will say that it never entered my mind that anyone would interpret my words so narrowly as to think I meant using the newweapon-command and adding the ability directly to the structure (hope that was clear enough).

Admittedly I have done very little modding and most of what I have done has concerned monsters, but all the more reason to ask when it comes to magic items, in my opinion. Quite a few things are not exhaustively covered in the modding manual and among them is what items hide at construction 12. For all I know, there could be a number of nifty single-ability items there that could be used on occasions such as this. From your response, though, I gather that this is not the case.

Again, I am sorry if I offended you with my question.
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