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  #1  
Old May 21st, 2008, 01:02 PM
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Default Nerfing some spells

Greetings,

I'm developing a very difficult SP game and need to nerf some of the powerful spells which target the entire battlefield and all its units, mainly since the AI lacks the knowledge to counter a marching army using such a tactic.

Spells like undead mastery for example.

I see in the modding commands where I can specify #aoe 665 so it only hits 25% of the battlefield yet would else would I need to add so it works?

And could I configure it so more powerful mages are able to target larger areas?


Thanks!
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Old May 21st, 2008, 01:07 PM
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Default Re: Nerfing some spells

#selectspell "undead mastery"
#aoe whatever
#end

To make AoE scale with caster level, add 1000 x the amount of area increased by single extra level. 5020 is AoE 20+, and increases AoE by 5 for each level over requirements. I don't know if this works with the special #aoe commands.
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Old May 21st, 2008, 01:29 PM

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Default Re: Nerfing some spells

I think it's not each level over requirements, but simply for each level. So for a level 2 spell, to get what you describe you'd want 5010.
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Old May 21st, 2008, 01:41 PM
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Default Re: Nerfing some spells

If I'm using #aoe 5020... wouldn't I also need to include a range and precision command?
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Old May 21st, 2008, 01:45 PM
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Default Re: Nerfing some spells

You need to give a range or it will be around the caster.

Precision, if you want more than 0.
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Old May 21st, 2008, 02:49 PM
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Default Re: Nerfing some spells

Quote:
llamabeast said:
I think it's not each level over requirements, but simply for each level. So for a level 2 spell, to get what you describe you'd want 5010.
Thanks for the correction. It's been a while since I edited spells.
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Old May 21st, 2008, 03:15 PM
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Default Re: Nerfing some spells


Thanks everyone... after several adjustments I found some good settings.


One last question... can magical units resist arcane domination or is it 100% guaranteed ?
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