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  #111  
Old June 12th, 2008, 04:36 PM

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Default Re: Artificial Myth and the Endgame...

Information for those tempted by modding a dragon's egg: #firstshape takes effect every round. So you can use a chain of #firstshapes to simulate the hatching of an egg over time.

It'll take up a lot of unit slots though. I'm not sure how much of a problem that might be.
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  #112  
Old June 12th, 2008, 04:45 PM

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Default Re: Artificial Myth and the Endgame...

Quote:
Ironhawk said:
I agree that the Royals could use a bit of a boost to thier magic paths. However, giving them #onebattlespells like Menacer describes would be a really bad idea. Not because it isnt thematic - it definitely sounds cool! - but think about the logistics of trying to deploy the Fire and Earth Kings you describe. You'd need a fully fire immune army for the first one and a Relief caster for the second, just to counter bringing your elemental royalty to the field.
Minor quibble: Curse of Stones does not affect friendlies so you don't need Relief. Iron Bane would be a huge pain though.

-Max
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  #113  
Old June 12th, 2008, 04:48 PM

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Default Re: Artificial Myth and the Endgame...

You could make modded versions of the spells that only affected enemies. However, at present you can't satisfactorily use #onebattlespell with modded spells.
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  #114  
Old June 12th, 2008, 05:50 PM

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Default Re: Artificial Myth and the Endgame...

Well, you can #copystats the original spell and modify the original version to affect only enemies, and then #onebattlespell the original. It's cumbersome to implement but perfectly satisfactory for the end-user.

-Max
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  #115  
Old June 12th, 2008, 08:50 PM
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Default Re: Artificial Myth and the Endgame...

Quote:
MaxWilson said:
Well, you can #copystats the original spell and modify the original version to affect only enemies, and then #onebattlespell the original. It's cumbersome to implement but perfectly satisfactory for the end-user.

-Max

I think his point had something to do with the bug where modded spells gain IDs in different order depending on the order that mods are loaded in. IIRC it's because the #onebattlespell won't use the name, only the ID of the spell.
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  #116  
Old June 12th, 2008, 09:19 PM

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Default Re: Artificial Myth and the Endgame...

That's why you use #copystats. The modded version will have a known ID number (because it's the original spell), but the "original" (which is actually a new spell modded to be identical to the original) will have a number which depends upon the order in which you enable the mods. As long the original doesn't show up on the indy casting list and it's not cast by a magic item (like The Ankh/Life After Death), this solution will let you #onebattlespell modded spells with no one the wiser.

-Max
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  #117  
Old June 12th, 2008, 09:41 PM
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Default Re: Artificial Myth and the Endgame...

Strange, that's very clever, and it works? I'm not equipped for such things, tending not to mod because I am scriptophobic.
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  #118  
Old June 13th, 2008, 01:18 AM

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Default Re: Artificial Myth and the Endgame...

How about a different take on royalty?

Anything the caster has beyond what's needed to summon them carries over into the summoned critter.
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  #119  
Old June 13th, 2008, 12:31 PM
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Default Re: Artificial Myth and the Endgame...

Another interesting summon: http://www.pantheon.org/articles/r/roblon.html

A mobile blood/death/nature treant perhaps?
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  #120  
Old June 13th, 2008, 03:35 PM
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Default Re: Artificial Myth and the Endgame...

I would think it an additional Treelord... but I don't know whether it's possible to ADD one to such a spell.
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