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  #111  
Old April 13th, 2009, 01:38 PM

Illuminated One Illuminated One is offline
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Default Re: Remove Curses and Horror Marks?

Yeah, analitic_kernel you are right.

It should have been obvious but because of the accumulating fatigue the horror mark attack didn't work always leading to more and more randomness towards the end of the battle (and I think I used a doom horror attack that does 2 horrormarks). Removed the exhaustion and everything works (probably) deterministic and fine. Dragonflies horrormark until they run out of ammo go into melee and are killed.

I'll finish the mod and upload it here.

Some things that would be nice to have though - some way to copy the real horror mark weapons (as a.o.desolation has it). DomDB says just dmg special which I don't know how to get. So I'm using -999 damage aoe 1 attack with autoeffect horror mark.
Since it's possible to go into negative levels some way to make an assassination spell target only horror marked units (and never the caster, I'm using a copy of Manifestation for this, which is uncool because of that and the flavour text).

Maybe insanity can be cured the same way if someone finds an effect for it, about curse I'm really not sure (as it shouldn't be added but you never know).
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  #112  
Old April 13th, 2009, 06:21 PM

Illuminated One Illuminated One is offline
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Default Re: Remove Curses and Horror Marks?

It's done.

By coincidence I found a way to kill the leader at the right time by copying a spell from another mod. Don't know how it works but 5 castings were ok so I suppose it's always.

Erase Spell is Thau 7, Astral 4, costs 9 pearls and removes one level of horror mark. Cast it until the icon is gone. Casting it more often will probably have the effect that horrors avoid the caster.

If someone really intends to use it keep in mind that during the battle only one unit should be there (no guards, no autosummons) and that should not get close to the dragonflies (because they won't do their ranged attacks anymore) during the first round nor kill them by any means. After the first round the unit is paralyzed so placing it front and setting it to (hold)(attack) should be fine. Maybe there's some precision issues (don't know how to give a weapon 100 prec) so front is better than rear.

And back your turns up in case it screws something up but it shouldn't.
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  #113  
Old April 13th, 2009, 07:53 PM

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Default Re: Remove Curses and Horror Marks?

Wow, thats a lot of effort, and good job on figuring it out. I don't think this will get much use beyond SPers, but its still pretty cool.
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  #114  
Old April 14th, 2009, 01:41 AM

Aezeal Aezeal is offline
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Default Re: Remove Curses and Horror Marks?

Can't you make a ritual of it?
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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  #115  
Old April 14th, 2009, 01:16 PM

Illuminated One Illuminated One is offline
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Default Re: Remove Curses and Horror Marks?

It is a ritual already.
The ritual starts an assassination battle though. Don't know if there is another way to do it, the damage on horror mark seems to be hardcoded.
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  #116  
Old April 14th, 2009, 07:39 PM
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Default Re: Remove Curses and Horror Marks?

This is a very cool discovery you have made. Good job .
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  #117  
Old April 15th, 2009, 05:54 AM
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Default Re: Remove Curses and Horror Marks?

Excellent job figuring that out.
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  #118  
Old April 15th, 2009, 09:43 AM

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Default Re: Remove Curses and Horror Marks?

well if it's damage and an attack you could probably just use it the way other damage spells work right?
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  #119  
Old April 15th, 2009, 05:47 PM
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Default Re: Remove Curses and Horror Marks?

It's ~65k attacks, you can't just simulate that with "a damage spell". This mechanic isn't implicitly intended, or someone else would have figured it out already.

So cool!
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  #120  
Old November 10th, 2010, 06:13 PM

Zogundar Zogundar is offline
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Default Re: Remove Curses and Horror Marks?

Guess who!

Guess I'll be back every year or so because of this.

It looks like there are weapon/spell effects listed in the database under Curse and Horror Mark (Twice for some reason,) couldn't you thus completely null the effects out of the game that way?

I'm not sure if that would effect events though. How would you get rid of cursing (And horror mark or insanity if they exist) events?

Man, what a lot of work though! Why can't the devs just add something so you can mod these effects? I understand that they don't want to change the base game, but that's no reason to undermine modding, is it?
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