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  #1  
Old January 28th, 2009, 05:47 PM

rdonj rdonj is offline
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Default Re: Mod in Progress: CPCS - CrossPathCombatSpells

For the fatigue-reducing cloud, I was thinking you'd pretty much not be able to give it more than 1 point of fatigue reduction. This is what relief gives, but because of DRN rolls it can give more than that. Basically I was talking about a smaller scale relief spell, plus if you make it a cloud it can affect enemy units also. Path requirements would be something like air/nature, air/water, or water/nature. If you don't like the idea that's fine though.
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  #2  
Old January 29th, 2009, 04:22 PM

darloth darloth is offline
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Default Re: Mod in Progress: CPCS - CrossPathCombatSpells

Is it possible to have cloud spells that trigger exotic effects? I was considering the N/E (or maybe E/N) spell Rampant Overgrowth, that makes a cloud spell that does very small or nil damage, but repeatedly entangles anything in it.
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  #3  
Old January 28th, 2009, 06:15 PM

VedalkenBear VedalkenBear is offline
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Default Re: Mod in Progress: CPCS - CrossPathCombatSpells

Aezeal: Maybe I'm confused with Charge Body. Charge Body triggers on attack or hit? If it's hit, then Twist Fate doesn't combo with it, exactly. If on attack, it's a bit more problematic.

But still... what's not to like about a spell that can actually motivate something other than SC generation? Wouldn't that just increase the options available?

The one nation that would love this above all else (Caelum) both drastically needs something to improve the quality of their infantry, and doesn't normally get Astral magic. Alternately, you could see this as actually giving a use to Caelum's Shock-resistant troops.
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  #4  
Old January 29th, 2009, 01:54 PM
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Default Re: Mod in Progress: CPCS - CrossPathCombatSpells

The old "divine armanents" Dom:PPP bless effect might still be accessible. I think it would be +2 att, +2 def and flaming weapons, but the fire damage at least used to deal extra damage to undead. I don't know how much the new blessings replaced the old one and how much the old stuff was just left unused.
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  #5  
Old January 29th, 2009, 10:50 PM

Aezeal Aezeal is offline
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Default Re: Mod in Progress: CPCS - CrossPathCombatSpells

I'm pretty sure it should be possible to give all spell effects all sorts of ranges or targets that already exist in game
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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.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #6  
Old January 30th, 2009, 12:27 AM
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Burnsaber Burnsaber is offline
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Default Re: Mod in Progress: CPCS - CrossPathCombatSpells

Quote:
Originally Posted by darloth View Post
Is it possible to have cloud spells that trigger exotic effects? I was considering the N/E (or maybe E/N) spell Rampant Overgrowth, that makes a cloud spell that does very small or nil damage, but repeatedly entangles anything in it.
Yeah, I think that's possible. Your idea is now added to the list as "Gaia's Revenge".

Quote:
Originally Posted by Endoperez View Post
The old "divine armanents" Dom:PPP bless effect might still be accessible. I think it would be +2 att, +2 def and flaming weapons, but the fire damage at least used to deal extra damage to undead. I don't know how much the new blessings replaced the old one and how much the old stuff was just left unused.
Hmm.. That would be a intresting buff. I can't see the effect in the Dr.P's spell lookup, thought. If someone would be willing to make a small code dive, the results could be intresting.

Quote:
Originally Posted by Aezeal View Post
I'm pretty sure it should be possible to give all spell effects all sorts of ranges or targets that already exist in game
Yeah, lots of stuff is possible. If someone is intrested, download Dr.P's spell lookup here:
http://forum.shrapnelgames.com/showt...t=Spell+Lookup

Then open the "bitmask" - excel chart. There's a list of debuffs and buffs that you can mod.

And then some questions of my own:

-Does anyone know what are actual bonuses granted by the "unholy power" - effect?

-Does anyone the link to the MoD fix thread? The actual mod would also be useful. My forum search proved.. inefficient. I could probably make cloud spells by #copyspelling existing cloud spells, but knowing how it's really done would expand my options.
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.

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See this thread for the latest info concerning my mods.

Last edited by Burnsaber; January 30th, 2009 at 12:37 AM..
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  #7  
Old January 30th, 2009, 04:53 AM
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Default Re: Mod in Progress: CPCS - CrossPathCombatSpells

I love what you're doing here! It's something I've wanted to see for ages..... to justify cross-path mages of all flavors, and make randoms a bit more exciting. Anyway, I haven't read through everything yet, but I saw W+E was open, and I was inspired -

Deep Drowning

2W+1E, Alt 4, R= 25+,Dam= 20+AN (Fatigue damage only), AoE= 2+, NoE= 1, Prc= -2, UW++, MR

The caster animates the sand, silt, and muck of the seabed, swirling it around his foes until the murky sludge cakes their gills, sending the victims into terrible spasms of asphyxiation.


<3
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  #8  
Old January 30th, 2009, 07:53 AM
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Default Re: Mod in Progress: CPCS - CrossPathCombatSpells

Quote:
Originally Posted by Burnsaber View Post
-Does anyone the link to the MoD fix thread? The actual mod would also be useful. My forum search proved.. inefficient. I could probably make cloud spells by #copyspelling existing cloud spells, but knowing how it's really done would expand my options.
http://forum.shrapnelgames.com/showt...s+of+deception

It's by Twan. The effect is

#eff 9043

and the clouds stay in the battlefield for 9 turns, so it could be that +1000 to #eff creates a cloud.

I wonder what happens if a cloud spell uses #nextspell "flame eruption"? Will the cloud explode every turn? What about a cloud followed by Falling Frost, would it center on the cloud or would the cloud "cast" it and choose a target as normal?

Possible Earth/Air spell: has three low-precision effects, each casts an area buff around itself. It's like Legions of Steel, except that it covers an uneven area, and you get more effects with higher Earth (so the affected area scales up very fast).
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  #9  
Old January 30th, 2009, 05:01 AM
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Tifone Tifone is offline
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Default Re: Mod in Progress: CPCS - CrossPathCombatSpells

I'll hope for this to become an enjoyable and balanced mod - The ideas are very good
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  #10  
Old January 30th, 2009, 03:14 PM

Aezeal Aezeal is offline
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Default Re: Mod in Progress: CPCS - CrossPathCombatSpells

-Does anyone know what are actual bonuses granted by the "unholy power" - effect?

--> from THE MANUAL!!!!!! + 4 attack and +4 AP
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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.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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