|
|
|
|
December 23rd, 2008, 05:45 AM
|
|
Second Lieutenant
|
|
Join Date: Nov 2003
Location: Romford, England
Posts: 445
Thanks: 95
Thanked 13 Times in 9 Posts
|
|
Adding a percentage magic path
I have been trying to do some moding.
I wanted to add a 33% chance of getting blood magic. So I used this command:
#custommagic 16384 33
This seemed to work as some of the units did indeed get 1 blood magic. But it seemed to be far less than 33%. Granted I only built a few (40 or so over two test games) but I probably only got half a dozen blood mages. I notice that most of the game ones are 10% or 50% chances. Are these the only percentage chances that work well?
I am also interested in giving a percentage chance for Holy magic, or rather a boost to Holy magic. I assume this would work in the same way as any other kind of magic path?
|
December 23rd, 2008, 08:45 AM
|
|
Lieutenant Colonel
|
|
Join Date: Jun 2008
Location: Florence, Italy
Posts: 1,424
Thanks: 740
Thanked 112 Times in 63 Posts
|
|
Re: Adding a percentage magic path
IIRC you can't add randomized Holy.
Last edited by Tifone; December 23rd, 2008 at 08:47 AM..
|
December 24th, 2008, 08:24 AM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Adding a percentage magic path
The random number generator isn't necessarily going to produce them at a rate of 1 in 3, sometimes it will get more, sometimes it will get less. The more you make the closer you're likely going to get to 1/3 of them having blood. If it says they have a 33% chance for blood magic, they have it.
I have no experience trying to mod percentages of holy, the manual would make it seem like it would work but I could see it not working. My suggestion would be to make a unit with an 80%+ chance for extra holy magic and try making a few in a game.
|
December 24th, 2008, 09:35 AM
|
Lieutenant General
|
|
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
|
|
Re: Adding a percentage magic path
it doesn't work. I didn't see it and Sombre says so too
__________________
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.
|
December 24th, 2008, 09:51 AM
|
|
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Adding a percentage magic path
Randomized holy magic does not work, this is a known issue. Unfortunately I forgot to include it in the current version of the modding manual.
|
December 24th, 2008, 12:20 PM
|
|
Second Lieutenant
|
|
Join Date: Nov 2003
Location: Romford, England
Posts: 445
Thanks: 95
Thanked 13 Times in 9 Posts
|
|
Re: Adding a percentage magic path
Thanks to all of you.
I am not really worried about the holy magic although I did want to give Priests a chance to have Holy 2. Although hopefully they will fix this at some point.
Cheers & Happy Christmas
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|