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  #1  
Old July 27th, 2007, 12:56 PM
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Default Indep grimoire slightly improved


I'm glad the independents spells have been improved. Perhaps the independents research level can be based on the number of turns which passed in the game. It allows the independents to grow as time passes.
A level_7 independent fire mage should have learned a few more spells after 10_years(82_turns).
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  #2  
Old July 27th, 2007, 01:00 PM

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Default Re: Indep grimoire slightly improved

Why do you say 82 turns? Surely 10 years is 120?

Yep, I was excited to see that one too (we're referring to the progress page, at http://ulm.illwinter.com/dom3/dom3progress.html ).
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  #3  
Old July 27th, 2007, 01:21 PM

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Default Re: Indep grimoire slightly improved

Sounds good. I personally am more excited about mictlan sky priests, new hydra's and of course: the new maenad sprite .
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  #4  
Old July 27th, 2007, 01:39 PM
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Default Re: Indep grimoire slightly improved

Don't get your hopes to high. It's nothing fancy.

I've just added raise skeleton to all instances with a raise dead, since that didn't work out too good, and added a few spells at path lvl 1 and 3, like flare and slime, since lvl 1 water was without spells, and there was only fire bolt at lvl2 fire.

It is not intended to make indeps powerful, just to give them something to cast.
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Old July 27th, 2007, 03:04 PM
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Default Re: Indep grimoire slightly improved

If you are working with raise dead/skeleton, can you make sure that our mages
do not insist on casting the raise dead spell when no corpses are available?
If that means that they will not cast it unscripted, so be it. It is much better
to get half the chaff five times instead of no chaff once.
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Old July 27th, 2007, 03:34 PM

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Default Re: Indep grimoire slightly improved

It's already on Edi's short list, medium (purple) priority.

-Max
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  #7  
Old July 27th, 2007, 04:54 PM
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Default Re: Indep grimoire slightly improved

Quote:
Kristoffer O said:
Don't get your hopes to high. It's nothing fancy.

I've just added raise skeleton to all instances with a raise dead, since that didn't work out too good, and added a few spells at path lvl 1 and 3, like flare and slime, since lvl 1 water was without spells, and there was only fire bolt at lvl2 fire.

It is not intended to make indeps powerful, just to give them something to cast.
Yes that's fine.
Any chance a future patch can allow the independents research level to be based on the number of turns which passed in the game? Allowing the independents to grow as the game moves forward.
A level_7 independent fire mage should have learned a few more spells after 10_years.

OR

If #startspell gets fixed perhaps the independents can be specified as well allowing each map to add extra spells if desired.

Either of these would be wonderful.
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Old July 27th, 2007, 07:07 PM
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Default Re: Indep grimoire slightly improved

The grimoire works differently from dom2, and I think that is why #startspell doesn't work anymore. In dom2 your grimoire was given at start and whenever you learned new spells they were added. In dom3 the grimoire is rewritten every turn, and filled with those spells you have researched, but spells you do not know are wiped. This makes patches less problematic, since you can't get your spells whacky due to added or removed spells, but it also makes #startspell obsolete in its current form. I suspect the command would need to reread the mapfile every turn, and that is not done atm, since it would open cheat possibilities. So some kind of change is needed, not just a fix of something broken.
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Old July 27th, 2007, 08:20 PM

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Default Re: Indep grimoire slightly improved

On the other hand, that might mean it's easier than it would have been in Dom2 to add a feature to restrict your mages from casting e.g. Touch of Madness, for those of us who hate that spell. Pretty please?

-Max
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Old July 27th, 2007, 08:21 PM
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Default Re: Indep grimoire slightly improved

How do you figure?
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