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October 8th, 2009, 03:45 PM
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Major
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Re: Warhammer Dwarfs, discussion/hype thread
Ah, too bad.
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October 9th, 2009, 05:50 AM
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Second Lieutenant
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Re: Warhammer Dwarfs, discussion/hype thread
Quote:
Originally Posted by Burnsaber
Quote:
Originally Posted by Fantomen
Like was sugested in the ork thread, can´t you just make them cast a #onebattlespell reducing their paths during battle?
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That suggestion was for boosting orc shaman paths in combat by making them #onebattlespell the "Power of the Spheres" spell.
However, there is no spell (nor mechanic to mod one in) to make you lose power in magic.
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Hum, maybe it is possible to mod a new spell by copying "Power of the Spheres" and giving it a negative damage (not sure if it will works, but it might be worth a try) ? You could then use this spell with #onebattlespell.
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October 9th, 2009, 06:03 AM
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Colonel
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Re: Warhammer Dwarfs, discussion/hype thread
Quote:
Originally Posted by Jack_Trowell
Hum, maybe it is possible to mod a new spell by copying "Power of the Spheres" and giving it a negative damage (not sure if it will works, but it might be worth a try) ? You could then use this spell with #onebattlespell.
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I can see what you mean, but it just cannot be done. The "Power fo the Spheres" is a hardcoded buff effect. Modding it to reduce paths would be like trying make Regenreration to be hp-loss (a'k'a impossible).
I think that I have good compromise with the "enc 3 Runic Armor" treatment. The loss of a body slot is a shame, but not that much of a loss (whoa, you can't use Robe of the Sea! Big deal).
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October 9th, 2009, 06:03 AM
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Re: Warhammer Dwarfs, discussion/hype thread
99% sure it doesn't work that way.
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October 9th, 2009, 06:13 AM
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Colonel
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Re: Warhammer Dwarfs, discussion/hype thread
On a different notice, I've been thinking about the Gyrocopter. I've reached to the conclusion that even with "runemagic did it" explanation, I just can't see them thematically fitting with these no-gunpowder Dwarfs I'm making. It would stand out (in a bad way).
So I'm in a need of some ideas for an A1E1 engineer-summon (to mirror the F1A1 flamethrower summon). My mind keeps on drawing blanks.
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October 9th, 2009, 06:43 AM
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Re: Warhammer Dwarfs, discussion/hype thread
Net launchers/harpoon guns.
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October 9th, 2009, 07:14 AM
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Corporal
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Re: Warhammer Dwarfs, discussion/hype thread
I'd suggest thunderers or perhaps a scaled-down organ gun, firing runic lightning or something instead of bullets to keep within the NO GUNPOWDERS restriction. (...though it may well risk getting too skaven-y.)
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October 9th, 2009, 07:25 AM
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Second Lieutenant
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Re: Warhammer Dwarfs, discussion/hype thread
For Runesmith, I have been thinking on another solution, that would use the #shape commands to give them alternate forms with a negative magicboost in all lands except montains, so fluff-wise it would means having the runesmiths stronger in their home montains.
However there is no #mountainshape yet as far as the manual says. Maybe giving them #watershape, #plainshape and #forestshape ? But then they would get their increased shape in not only mountains, but also caves (no problem there I think) and swamps (and here, I have a hard time justifying it).
I suppose it could be almost
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October 9th, 2009, 07:44 AM
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Re: Warhammer Dwarfs, discussion/hype thread
#plainshape doesn't mean plains, it means 'not forest'.
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October 9th, 2009, 08:00 AM
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Second Lieutenant
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Re: Warhammer Dwarfs, discussion/hype thread
Quote:
Originally Posted by Sombre
#plainshape doesn't mean plains, it means 'not forest'.
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Oh, missed that, thanks.
So for now we can only mods a special shape for forest or land/water, too bad ...
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