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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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Old July 8th, 2007, 05:32 PM
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Kristoffer O Kristoffer O is offline
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Default MR4 mod

Hi during the beta I made two mod that restricts spells to research lvl 4 and 6, respectively.

At that time item modding was not as developed, and there were some other problems. One problem remains as far as I know, the problem of modding a second spell with identical name as another one. I couldn't get spellnumber to work, so I'm not sure if it is implemented. If any of you more experienced modder know how this is done, please make the second 'Summon Scorpion Man' disappear as well.

---

What does it do?

It removes all spells and items of research above 4 (excluding the scorpion man), like in the old dom-ppp-demo-days.

Have fun!
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File Type: zip 534940-MR4.zip (12.1 KB, 347 views)
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Last edited by Edi; August 27th, 2008 at 05:18 PM.. Reason: Prefix
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Old July 8th, 2007, 05:39 PM
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Default Re: MR4 mod

Hm, interesting. No powerful magic at all.

I've never played with spell numbers. So, perhaps it's worth changing the name of the spell in the next patch?
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Old July 8th, 2007, 05:40 PM
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Default Re: MR4 mod

I'm inclined to do that.
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Old August 7th, 2007, 03:25 PM
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Default Re: MR4 mod

Lovely!!!
A very good idea, this was a wish I had in Dom2, being able to play w/o magic.

I'm going to give Dom3 an extensive try and have a lot of fun,
in a copule of months I would like to do something else but similar: Transfrom some magic and unist into technology (artillery of some kind, from canons to catapults).

Not that I don't like the magic stuff, I love it, but sometimes I would just like to play some more "realisitc" fantasy.
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