|
|
|
|
|
June 12th, 2008, 04:36 PM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
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.
|
June 12th, 2008, 04:45 PM
|
Major General
|
|
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
|
|
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
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
|
June 12th, 2008, 04:48 PM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
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.
|
June 12th, 2008, 05:50 PM
|
Major General
|
|
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
|
|
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
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
|
June 12th, 2008, 08:50 PM
|
|
Lieutenant General
|
|
Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
|
|
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.
|
June 12th, 2008, 09:19 PM
|
Major General
|
|
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
|
|
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
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
|
June 12th, 2008, 09:41 PM
|
|
Lieutenant General
|
|
Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
|
|
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.
|
June 13th, 2008, 01:18 AM
|
First Lieutenant
|
|
Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
|
|
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.
|
June 13th, 2008, 12:31 PM
|
|
Second Lieutenant
|
|
Join Date: Jul 2007
Location: Durham, NC
Posts: 509
Thanks: 84
Thanked 44 Times in 14 Posts
|
|
Re: Artificial Myth and the Endgame...
Another interesting summon: http://www.pantheon.org/articles/r/roblon.html
A mobile blood/death/nature treant perhaps?
|
June 13th, 2008, 03:35 PM
|
|
Major
|
|
Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
|
|
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.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|