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  #1  
Old November 2nd, 2008, 11:13 PM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

removing vanilla spells isn't really much of an option, most aren't that strange for dom 3K though.. items would be a bigger problem for "immersion"
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  #2  
Old November 3rd, 2008, 05:18 PM
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

How is it not much of an option? Wouldn't
Code:
#selectspell "spellname"
#clear
#end
remove the spell (or at least render it useless)? The only thing this doesn't work on I think is globals, of which there aren't many. The only problem I see is that it would take a while to go through all of the spells and remove them.

Also, I'm playing through as the orcs. Expect to see some commentary soon.

At first look, they seem interesting; I think something might be bugged though since none of the units seem to be getting increased paths when I upgrade them. It might be because I upgrade them immediately though.
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  #3  
Old November 4th, 2008, 04:52 AM
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

Quote:
Originally Posted by Darkwind View Post
How is it not much of an option? Wouldn't
Code:
#selectspell "spellname"
#clear
#end
remove the spell (or at least render it useless)? The only thing this doesn't work on I think is globals, of which there aren't many. The only problem I see is that it would take a while to go through all of the spells and remove them.

There's a command for removing spells. I think it was #researchleven -1. There are those mods Kristoffer made that disable all spells above level 4, and those would be a good starting place if you wanted to.

Bigger problem is having enough spells to keep research meaningful and to still have stuff for mages to do.
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  #4  
Old November 3rd, 2008, 07:21 PM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

no the idea is it makes cheaper recruit cost but later higher upkeep cost.. it also symbolizes the orcs following charismatic leaders that evolved from the ranks.. there is no penalty or bonus not to do it right away (you generally shoudl just do it right away) There should be improved stats, mages should get more magic, the leader more leadership etc.. not very much they start as minimal commanders and they just become about average commanders you'd normally recruit) BUT THEN THEY ALSO START ATTRACTING TROOPS which is the point

I think just clearing vanilla spells isn't very elegant.. AI would probably still cast the spells. And as I said.. most spells aren't very much a problem to have in the game. Summons are a bit of a problem, for best effect you'd probably best redo them all... but that is not for now IMHO
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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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In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #5  
Old November 3rd, 2008, 07:43 PM
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

Quote:
Originally Posted by Aezeal View Post
no the idea is it makes cheaper recruit cost but later higher upkeep cost.. it also symbolizes the orcs following charismatic leaders that evolved from the ranks.. there is no penalty or bonus not to do it right away (you generally shoudl just do it right away) There should be improved stats, mages should get more magic, the leader more leadership etc.. not very much they start as minimal commanders and they just become about average commanders you'd normally recruit) BUT THEN THEY ALSO START ATTRACTING TROOPS which is the point
I'm getting the better stats, the better leadership, just not the better magic. I'm not sure why; I'm fairly sure Amos did it in the Insectoid mod and that worked. Though, looking at it, Amos used a negative #magicboost to give the Females less magic than the Queens, but with the same base magic(so after changing, the negative #magicboost would be removed and they'd get their full magical potential). Looking at the Crafter/Tinkerer, I see you did not do that, instead specifying the paths that they'd start with and not their maximum levels. So that's cleared up, I guess.

Quote:
I think just clearing vanilla spells isn't very elegant.. AI would probably still cast the spells. And as I said.. most spells aren't very much a problem to have in the game. Summons are a bit of a problem, for best effect you'd probably best redo them all... but that is not for now IMHO
I can see your reasoning.

Edit: Also, someone else reply to this thread! I don't want it devolving into just me and Aezeal posting!
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  #6  
Old November 3rd, 2008, 10:29 PM

rdonj rdonj is offline
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

I'm still taking a break from back when it was me and aezeal going back and forth for pages. At some point I'll test again and have feedback but for the moment I'm happy to see other people's opinions about it than my own.
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  #7  
Old November 3rd, 2008, 11:04 PM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

hey Rdonj did you see that too? the orc leaders not evolving into mages? I thaught that was workign pretty well.
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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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  #8  
Old November 4th, 2008, 08:45 AM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

yes you are right of course.. but I really do think most spells are still usable for this mod.. mages are not removed and they work the same.

would be good to remove some summons maybe.. but still a thing for later.

PS endo could I entice you to play the mod and give feedback?
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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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  #9  
Old November 4th, 2008, 11:16 AM

rdonj rdonj is offline
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

Ork Prentices don't seem to have magic for me, and tinkers keep the 1e they start with.
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  #10  
Old November 4th, 2008, 04:49 PM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

let me look now

hmmm I was pretty sure this worked before... but I'll be the first to admit it doesn't now... maybe it never did but that would be somewhat strange, the race wouldn't really have been playable and I didn't get that much complaints.

I guess I'll solve it like amos did.. doesn't change anything from what it should be.

I've also added the dragons from the other mod again (which where "optimized" there)

I'm going to read back a bit and then if there where no other to do things (I think I already did everything) I'll post a new version.
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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.

Last edited by Aezeal; November 4th, 2008 at 05:09 PM..
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