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January 22nd, 2010, 04:57 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
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Re: Magic Items under CBM
It's not that the pillage bonus on the Axe is weak, so much as pillaging itself is just pretty much a waste of time.
The RNG does like handing out Implementor Axes; at least I've frequently gotten a few. Or maybe I just notice them because they mostly sit around in my lab.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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January 22nd, 2010, 06:20 AM
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Major General
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Re: Magic Items under CBM
Quote:
Originally Posted by Amorphous
Quote:
Originally Posted by Sombre
Quote:
Originally Posted by Amorphous
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.
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You can't remove the pillage bonus from the axe.
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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?
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Why not just increase the damage and stats on the axe so someone might think about actually making/using one? I mean, so it has a pillaging bonus... whatever. That's not worth anything, so it shouldn't effect our valuation of what it does and what it should do.
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January 22nd, 2010, 06:31 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Magic Items under CBM
Quote:
Originally Posted by Amorphous
Quote:
Originally Posted by Sombre
Quote:
Originally Posted by Amorphous
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.
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You can't remove the pillage bonus from the axe.
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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?
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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.
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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January 22nd, 2010, 05:04 PM
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Major General
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Join Date: Mar 2007
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Re: Magic Items under CBM
Quote:
Originally Posted by Sombre
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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Well, I'm glad it's been clarified who is allowed to post in this thread.
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January 22nd, 2010, 05:14 PM
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Re: Magic Items under CBM
He's got a point. There are plenty of people suggesting things that can't be done by modding. They are even suggesting that these things be done after posts which explicitly state that those things can't be done. I think it's been mentioned twice now that the pillage bonus on the implementor axe can't be modded out.
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January 22nd, 2010, 06:27 PM
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BANNED USER
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Re: Magic Items under CBM
Quote:
Originally Posted by Valerius
Quote:
Originally Posted by Sombre
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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Well, I'm glad it's been clarified who is allowed to post in this thread.
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Your sarcasm has made me see the light. Let's all suggest things that can't be done and argue with each other about them at great length rather than spend the five minutes or so required to understand the limits of weapon and item modding. You know, by reading the doc readily available to every single person who has patched their game up to date. Expecting people to have done this before weighing in is nearly as unreasonable as expecting people to have used CBM or actually played dominions before posting here.
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January 22nd, 2010, 08:47 PM
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Major General
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Re: Magic Items under CBM
Quote:
Originally Posted by Sombre
Your sarcasm has made me see the light.
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A sarcastic response to sarcasm. How novel.
Quote:
Originally Posted by Sombre
Let's all suggest things that can't be done blah, blah, blah.
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I could spend time arguing this but it's pointless. It's really very simple. You are not one to let an opportunity for snideness or obnoxiousness pass. It's what you do.
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January 22nd, 2010, 09:13 PM
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BANNED USER
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Re: Magic Items under CBM
Wow you sure piled the irony on in that one. Let's get back to the thread though shall we?
What about underused magical spears having the #charge tag? This has already been modded in before and allows for some nice tricks with high AP thugs. Consider the spear of sharpness - currently never built over the sword of sharpness. But if it had charge,..?
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January 22nd, 2010, 09:55 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
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Re: Magic Items under CBM
Sombre. I just finished browsing the modding manual. I was just about to suggest the same thing you did. All spears should have the charge effect. I don't think it will make the items that more usefull, but at least they would be more interesting. [Edit - by spear of sharpness you probably mean stinger. And the answer is yes, if the spear had the charge ability I would consider taking it as a replacement for the single handed sword of sharpness on occasion.]
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I have a question about what #type and #weapon, or #armor do for magic items. Would it allow us to say the bloodstone is a weapon or armor, and in addition to what it normally does, also have the ability of the armor/weapon?
Last edited by Sir_Dr_D; January 22nd, 2010 at 10:19 PM..
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January 22nd, 2010, 10:17 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
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Re: Magic Items under CBM
Lets do a general comparison between 2-handed weapons and one handed weapons.
Single Handed Sword of Sharpness:
Damage - 8
Attack - 1
Defense - 2
Length - 2
Two handed sword of sharpness:
Damage - 12
Attack - 2
Defense - 3
Length - 3
[ EDIT - I am showing a couple other items for comparison ]
1 handed bane blade:
Damage - 6
Attack - 1
Defense - 2
Length - 2
2 handed bane blade:
Damage - 9
Attack - 2
Defense - 3
Length - 3
**********
Enchanted spear:
Damage - 7
Attack - 3
Defense - 2
Length - 4
Enchanted pike:
Damage - 9
Attack - 3
Defense - 1
Length - 6
******
Most of these diferences are not nearly enough.
Is the difference between these enough to ever warrent getting the two handed version of the single handed version and a shield? I would always get the single handed version. If the two handed is not powerfull enough, how much should it be raised by? This difference could be a guide for all two handed weapons. The two versions of the bane blade could also be compared.
Last edited by Sir_Dr_D; January 22nd, 2010 at 10:30 PM..
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