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March 17th, 2007, 10:11 PM
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Major
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Join Date: Sep 2005
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Re: New mod coming eventually: Unusual things
yeah, you'd summon something unique. It would be like summoning the king of banefires or the like.
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March 18th, 2007, 01:20 AM
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BANNED USER
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Join Date: Feb 2007
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Re: New mod coming eventually: Unusual things
Copystats has drawbacks though.
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March 18th, 2007, 03:23 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
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Re: New mod coming eventually: Unusual things
How so?
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March 18th, 2007, 04:13 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: New mod coming eventually: Unusual things
You can't use #clear, so you have to select a unique creature that doesn't have any abilities you wouldn't want your new unit to have. Demon Lords have their own quirks, elemental royalty have resistances and some special abilities (creature summoning, storm power, fire shield etc), erinyas are all female, etc.
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March 18th, 2007, 08:41 AM
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Second Lieutenant
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Join Date: Oct 2006
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Re: New mod coming eventually: Unusual things
Ahh, but couldn't you set like negative effects on some of them say for instance, #fireres -100 for a Demon Lord who is immune to fire, or can you not do that?
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March 18th, 2007, 10:10 AM
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National Security Advisor
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Re: New mod coming eventually: Unusual things
Yes, you can. If you modify a stat the unit already has, the new value will be used.
So you would put #fireres 0 and the fire immunity would vanish. Can't do anything about things like intrinsic storm power that e.g. the Air Queens have.
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March 18th, 2007, 10:39 AM
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National Security Advisor
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Re: New mod coming eventually: Unusual things
Quote:
Juzza said:
Ahh, but couldn't you set like negative effects on some of them say for instance, #fireres -100 for a Demon Lord who is immune to fire, or can you not do that?
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One Demon Lord is a flaming sun who causes Heat from Hell effect on the battlefield, one generates blood slaves and high-morale militia, one kills population with frightening speed and one can (try to) dominate any commander to join you somewhat like succubi.
If heat, chill and poison auras can be negated (arch devils, ice devils), you can copy a suitable one of them and use #clearmagic to have a demon with just better-than-average stats. As an example, one Ice Devil's special ability is to have great leadership (moddable), another's to have holy magic (all demons with holy magic can reanimate undead).
Another unique demon, and one that can be very easily copied, would be any one of Tlaloques of Mictlan (1484 through 1487). They are demons who have magic and don't need to eat. You can still mod them to have Gluttony even though they don't have to eat.
Treelords, once their magic, poison resistance and fire vulnerability are modded away, are also pretty plain with just forest survival.
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March 18th, 2007, 05:16 PM
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Major
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Re: New mod coming eventually: Unusual things
the father illearth has a bare minimum of abilities, I have found. None which can't be zeroed out as necessary.
treelords are #immobile though, aren't they? Or is that just a zero map move? and in CB they tend to be buffed up with gem production.
the heroes of other races are not necessarily "unique" as mentioned in the database. The test being that if you wish for them you'll get two instead of having the only one disappear, and teleport to your lab.
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March 19th, 2007, 07:14 AM
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Second Lieutenant
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Join Date: Oct 2006
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Re: New mod coming eventually: Unusual things
oppsy meant to say Arch Devils not Demon lord up there, but anyways those are some really helpful tips, thanks! and I'm sure that'll help noname in making some unique monsters and I'm really looking forward to this mod.
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March 19th, 2007, 09:19 AM
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Corporal
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Join Date: Mar 2007
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Re: New mod coming eventually: Unusual things
Give it some time, I won't be able to do much work on this mod until Friday.
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