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  #1  
Old March 25th, 2008, 02:23 PM
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Default Indy spell casting levels

Hello everybody,

I have a stupid and academic question: at which level the Indies spellcasters cast spells?

I explain a little better: for a player (either IA or human), his spellcasters can only cast known spells, depending on what research levels he has reach in each school of magic.

But what about the Indies spellcasters?

A good question, indeed ...

P.S.: I don't have searched in the forum, cause the search function is not very easy and clever in its working.
P.P.S.: the purpose of this question is for projects in modding maps, so maybe this good place will be in the modding forum? But I know that lots of really good Dom3 engineers lay around

Thanks in advance.

Q'Xel
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  #2  
Old March 25th, 2008, 02:37 PM
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Default Re: Indy spell casting levels

Indies have a preset grimoire with certain spells. It never changes. It could actually use some finetuning to allow them to cast more effective spells in combat. Nothing like having F3 mages cast Fire Flies over and over and getting nothing done and Earth mages doing the same with Flying Shards...

Indy Nature and Air mages on the other hand are pretty damned brutal. Lightning bolt, Orb Lightning if they have more levels and enough range froom the Air mages, Charm from Nature. Nothing like losing three fully equipped super combatants to an indie Nature mage to ruin your day...
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Old March 25th, 2008, 03:10 PM
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Default Re: Indy spell casting levels

Quote:
Edi said:
Indies have a preset grimoire with certain spells. It never changes. It could actually use some finetuning to allow them to cast more effective spells in combat. Nothing like having F3 mages cast Fire Flies over and over and getting nothing done and Earth mages doing the same with Flying Shards...

I completely agree... for example if someone is creating a map and places a LvL_7 earth mage it's very sad to see the mage only casting 'flying shards'.
A spell like 'petrify' and other spells with high casting cost should be made available to the Independents because the default game only drops mages of LvL_2. If other more powerful spells were made available then us map makers could place powerful indy mages on the map.

If a battlefield spell costs 4 or more levels then it should be made available to the independents which would really help us map makers.
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Old March 25th, 2008, 09:59 PM

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Default Re: Indy spell casting levels

I know Lairloch (with d13) on the Faerun map can cast Cloud of Death. That was sufficiently effective... ouch.
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Old March 26th, 2008, 09:06 AM
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Default Re: Indy spell casting levels

Thanks for your answer, Edi.

I also think that the grimoire needs some fix,like you, NTJedi. Especially in fire & earth, but probably also in water or blood. Perhaps it could improve with time in the game? Yes, as far as turns passe, there is less and less indies provinces, but it could be a great improvement for thematic or 'story telling / roleplay' maps.
And imagine an surprise attack by barbarians supported by mages casting nether darts or pillar of fire

But I am realistic and it is clear that it is not a priority.

I suppose that it is not moddable, as your answer suggested?

Q'Xel
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Old March 26th, 2008, 10:22 AM
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Default Re: Indy spell casting levels

No, it's not moddable. I wish it was...
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Old May 13th, 2008, 02:57 AM
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Default Re: Indy spell casting levels

I imagine you could... unless it's linked to research levels, in which case that'd be the thing you could change.
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Old May 13th, 2008, 05:23 AM
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Default Re: Indy spell casting levels

Giving indep nation researchlevel 0 copies of common spells doesn't seem to work. I used #restricted 23.
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Old May 13th, 2008, 05:53 AM
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Default Re: Indy spell casting levels

Indep grimoire is hardcoded.
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Old May 13th, 2008, 06:00 AM
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Default Re: Indy spell casting levels

No hurt in trying, though.

Do you happen to know if the grimorie is hardcoded in the spells themselves, or in an invisible list somewhere? It could be just another number in the special effects field, at least theoretically...
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