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  #61  
Old October 8th, 2009, 03:45 PM
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Default Re: Warhammer Dwarfs, discussion/hype thread

Ah, too bad.
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  #62  
Old October 9th, 2009, 05:50 AM
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Default Re: Warhammer Dwarfs, discussion/hype thread

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Quote:
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Like was sugested in the ork thread, can´t you just make them cast a #onebattlespell reducing their paths during battle?
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.

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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  #63  
Old October 9th, 2009, 06:03 AM
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Default Re: Warhammer Dwarfs, discussion/hype thread

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Originally Posted by Jack_Trowell View Post

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.
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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  #64  
Old October 9th, 2009, 06:03 AM

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Default Re: Warhammer Dwarfs, discussion/hype thread

99% sure it doesn't work that way.
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  #65  
Old October 9th, 2009, 06:13 AM
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Default 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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  #66  
Old October 9th, 2009, 06:43 AM

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Default Re: Warhammer Dwarfs, discussion/hype thread

Net launchers/harpoon guns.
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  #67  
Old October 9th, 2009, 07:14 AM

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Default 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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  #68  
Old October 9th, 2009, 07:25 AM
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Default 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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  #69  
Old October 9th, 2009, 07:44 AM

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Default Re: Warhammer Dwarfs, discussion/hype thread

#plainshape doesn't mean plains, it means 'not forest'.
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  #70  
Old October 9th, 2009, 08:00 AM
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Default Re: Warhammer Dwarfs, discussion/hype thread

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#plainshape doesn't mean plains, it means 'not forest'.
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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