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March 15th, 2009, 11:10 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
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Re: Modding Help
Burn, I tried to implement the magic solution you gave me to the explosion thing.
Unfortunately, I want these units to explode, and they're recruits, not commanders. Does it matter? Can you still give a non-commander the ability to self-buff as is described in your post?
Jazzepi
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March 15th, 2009, 11:15 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
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Re: Modding Help
Argh.
Is there a list of fortresses anywhere? I'd be looking for these items of information.
Admin, Storage, Time to Build, Cost, Defense, and what the picture looks like
Maybe I'll do this for the community if no one else has.
Jazzepi
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March 15th, 2009, 11:23 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
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Re: Modding Help
Quote:
Originally Posted by Jazzepi
Burn, I tried to implement the magic solution you gave me to the explosion thing.
Unfortunately, I want these units to explode, and they're recruits, not commanders. Does it matter? Can you still give a non-commander the ability to self-buff as is described in your post?
Jazzepi
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Unofrtunately the spell I posted is a spell that causes the unit to explode and thus needs to be casted, by a mage. You can't mod a spell like that unfortunately. Closest I can think of is making a spell that gives them the "Inner Sun" effect, but that's not probably what you're after.
You could give them secondshape with very low HP, but like gazabillion defense and resistance (so that they don't get struck down before they have chance to attack) and give them attack that will make them oneshot themselves.
Quote:
Originally Posted by Jazzepi
Argh.
Is there a list of fortresses anywhere? I'd be looking for these items of information.
Admin, Storage, Time to Build, Cost, Defense, and what the picture looks like
Maybe I'll do this for the community if no one else has.
Jazzepi
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The fortresses are in the DomDB.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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March 15th, 2009, 11:38 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
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Re: Modding Help
Thanks, I didn't even think to look there.
Quote:
You could give them secondshape with very low HP, but like gazabillion defense and resistance (so that they don't get struck down before they have chance to attack) and give them attack that will make them oneshot themselves.
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I think I'll just give them poison armor. It's not quite what I'd like, but it'll do. Maybe I'll give the nation a magic spell that buffs their units to explode. That could be even cooler
I'm having a strange problem. The units in this nation I'm working on are idealistically all suppose to start out at age 0, with a small final age, to represent the fact that they don't live very long. Say, 10-15 years. Unfortunately when I set it to age zero, and then I have a mage with magic paths it gives them a ton more years then they should have. Also, the normal recruitable units with no magic paths have age 2, which is more than I would like. I want them to be like the Orcs from lord of the rings, born from those breeding vats and ready the fight the moment they arise from the earth-womb.
Jazzepi
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March 15th, 2009, 11:48 AM
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General
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Re: Modding Help
Not to interrupt jazzepi's questions, but I could use some modding help real quick and I'd rather not clutter up the forum with threads for easy questions.
Someone I know made a mod using this as a weapon:
#newweapon 624
#name "Leech drain"
#copystats 63
#nratt 6
#end
63 looks to be the basic life drain weapon, but the end result does not actually drain life. Since there is no "life drain" damage type I'm not sure how to make something like this work if it will not in present form. Any ideas?
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March 15th, 2009, 12:05 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
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Re: Modding Help
Quote:
Originally Posted by rdonj
Not to interrupt jazzepi's questions, but I could use some modding help real quick and I'd rather not clutter up the forum with threads for easy questions.
Someone I know made a mod using this as a weapon:
#newweapon 624
#name "Leech drain"
#copystats 63
#nratt 6
#end
63 looks to be the basic life drain weapon, but the end result does not actually drain life. Since there is no "life drain" damage type I'm not sure how to make something like this work if it will not in present form. Any ideas?
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You probably need to do this.
Make a weapon.
Then give that weapon 63 as a secondary effect. I bet life drain works like poison does.
Jazzepi
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March 15th, 2009, 12:05 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Thanked 153 Times in 101 Posts
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Re: Modding Help
Quote:
Originally Posted by Jazzepi
I think I'll just give them poison armor. It's not quite what I'd like, but it'll do. Maybe I'll give the nation a magic spell that buffs their units to explode. That could be even cooler
I'm having a strange problem. The units in this nation I'm working on are idealistically all suppose to start out at age 0, with a small final age, to represent the fact that they don't live very long.
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LA Agartha can create Flame Corpses, which explode on death. You might be able to use them somehow.
#older accepts negative value, making units younger.
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March 15th, 2009, 12:06 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Modding Help
Quote:
Originally Posted by rdonj
Not to interrupt jazzepi's questions, but I could use some modding help real quick and I'd rather not clutter up the forum with threads for easy questions.
Someone I know made a mod using this as a weapon:
#newweapon 624
#name "Leech drain"
#copystats 63
#nratt 6
#end
63 looks to be the basic life drain weapon, but the end result does not actually drain life. Since there is no "life drain" damage type I'm not sure how to make something like this work if it will not in present form. Any ideas?
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There is no #copystats or (#copyweapon or something) in weapon modding. You could make the weapon have weapon 63 as a secondaryeffect.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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The Following User Says Thank You to Burnsaber For This Useful Post:
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March 15th, 2009, 12:08 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: Modding Help
Quote:
Originally Posted by Endoperez
Quote:
Originally Posted by Jazzepi
I think I'll just give them poison armor. It's not quite what I'd like, but it'll do. Maybe I'll give the nation a magic spell that buffs their units to explode. That could be even cooler
I'm having a strange problem. The units in this nation I'm working on are idealistically all suppose to start out at age 0, with a small final age, to represent the fact that they don't live very long.
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LA Agartha can create Flame Corpses, which explode on death. You might be able to use them somehow.
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No way
I'm going to check this out right now. Haha! They work. I used copystats and I got the explosion effect.
Is there any way to clear the undead/mindless/lifess/never heals/cold resistance 100 status from them? I tried using #clearspec and #clear but if I do that I lose the explosion part.
Looks like I can just give them -100 cold resistance after doing the copying, but I'm stuck with the undead junk
Maybe I can fit it into the nation's theme
Jazzepi
Last edited by Jazzepi; March 15th, 2009 at 12:26 PM..
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March 15th, 2009, 12:14 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Modding Help
Quote:
Originally Posted by Burnsaber
Quote:
Originally Posted by rdonj
Not to interrupt jazzepi's questions, but I could use some modding help real quick and I'd rather not clutter up the forum with threads for easy questions.
Someone I know made a mod using this as a weapon:
#newweapon 624
#name "Leech drain"
#copystats 63
#nratt 6
#end
63 looks to be the basic life drain weapon, but the end result does not actually drain life. Since there is no "life drain" damage type I'm not sure how to make something like this work if it will not in present form. Any ideas?
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There is no #copystats or (#copyweapon or something) in weapon modding. You could make the weapon have weapon 63 as a secondaryeffect.
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That'll teach me to post while tired....
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