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May 23rd, 2008, 04:20 PM
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Second Lieutenant
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Join Date: May 2007
Posts: 416
Thanks: 7
Thanked 24 Times in 18 Posts
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Modding: Spells as secondary effects only?
What I'm asking here is if it's possible to mod certain spells to be unable to be researched normally.
Like say I wanted to mod in a new spell. However, I only want that spell as an added effect to a certain commander or whatever to represent some special, unique power of the commander.
I know I can always just give it some ridiculous path cost so nobody would even be able to use it, but I was thinking that I could put the spell somewhere where it can't be researched, like in Divine level 9 or something (assuming that even exists).
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May 23rd, 2008, 04:28 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Modding: Spells as secondary effects only?
Use #school -1 to make a spell non researchable.
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May 23rd, 2008, 05:27 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: Modding: Spells as secondary effects only?
Note that you can get to Divine Level 9 by using Ritual of Rebirth repeatedly on a prophet. Every time he comes back from the dead and is re-prophetized he gains a level. Kristoffer says it's thematic.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 25th, 2008, 12:21 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
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Re: Modding: Spells as secondary effects only?
About reprophetizing - would you copy it into "Dominions trivia"?
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May 25th, 2008, 12:35 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
Thanks: 0
Thanked 30 Times in 11 Posts
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Re: Modding: Spells as secondary effects only?
> Note that you can get to Divine Level 9 by using Ritual of Rebirth repeatedly on a prophet.
Or, for example, by giving an Arch-Theurg prophet (H4) the Sword of Injustice (H5)
and a crystal shield (H6), and organizing a communion with 8 communicants (H9).
__________________
No good deed goes unpunished...
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May 25th, 2008, 04:50 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Modding: Spells as secondary effects only?
let's not forget power of the spheres
__________________
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.
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May 25th, 2008, 06:24 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
Thanks: 0
Thanked 30 Times in 11 Posts
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Re: Modding: Spells as secondary effects only?
Power of the spheres is what the crystal shield casts. You cannot stack it.
__________________
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