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February 5th, 2009, 04:08 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
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Remove Artifacts?
Okay call me lazy, but since I have done no modding thus far, I'm just curious on one point, before I go about making my first mod.
Anyways - Is it possible through a mod to remove Allows Creation of Magical Artifacts, not just from Cons8, but from the game altogether?
I find that Artifacts can be extremely imbalancing to the game in general, but yet that in smaller games that very imbalance makes sense to the flow of the game. However, in larger games, it seems to me that in many cases (WoG remake, anyone?), that geography and other factors can make it impossible for everyone to deal with the guy who shot straight for Cons8, and managed to forge all of the best artifacts first.
Anyway, my thought is to perhaps see if it's worthwhile to make a bundled mod that removes artifacts, removes the Banned Spells, and perhaps puts a few other modifications in place specifically for games with 20+ players.
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February 5th, 2009, 04:28 PM
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Second Lieutenant
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Join Date: Dec 2008
Posts: 539
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Re: Remove Artifacts?
Sure, just:
#selectitem "Item Name"
#constlevel 12
#end
For every artifact you want to remove.
They'll still be wishable, you might have to solve that by removing every effect from the items so there isn't any reason to.
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February 5th, 2009, 04:37 PM
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Second Lieutenant
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Join Date: Dec 2008
Posts: 539
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Re: Remove Artifacts?
Here's a mod doing moving all artifacts to const12.
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February 5th, 2009, 08:43 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
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Re: Remove Artifacts?
Actually, that's awesome. I don't mind if they're Wished, as that is a massive investment, and makes them unattractive for most purposes.
Thank you, I think I will use this for the base of my mod. I'm going to couple it with Banned Spells, and then I am going to start working out a mod to introduce thug and SC chassis for the paths other than Death and Blood.
Thanks for your help!
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February 5th, 2009, 08:57 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Remove Artifacts?
Jim, re adding thug and sc chassis to other paths, I'm nearly done with a mod to do that. I've slowed down on it dramatically recently, but I think I will hopefully get started again shortly. I've pretty much done all the graphics and most of the coding, so I just have to sort a couple of sprites and the descriptions. Should be a beta before too long.
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February 5th, 2009, 09:16 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
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Thanked 143 Times in 108 Posts
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Re: Remove Artifacts?
Quote:
Originally Posted by llamabeast
Jim, re adding thug and sc chassis to other paths, I'm nearly done with a mod to do that. I've slowed down on it dramatically recently, but I think I will hopefully get started again shortly. I've pretty much done all the graphics and most of the coding, so I just have to sort a couple of sprites and the descriptions. Should be a beta before too long.
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I'm very much looking forward to seeing it. I've been really inspired to make the game friendlier to larger games, and I think these are important steps in that process.
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February 5th, 2009, 11:58 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Remove Artifacts?
Have you thought about replacing the Cons8 artifact items with less powerful normal ones? With the artifacts removed, I don't think that the Construction path seems that viable after level 6. Sure, Poison Golems are nice, but are they that nice that you'd use up your research to go through empty level 8?
__________________
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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February 6th, 2009, 02:42 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Remove Artifacts?
Quote:
Originally Posted by Burnsaber
Have you thought about replacing the Cons8 artifact items with less powerful normal ones? With the artifacts removed, I don't think that the Construction path seems that viable after level 6. Sure, Poison Golems are nice, but are they that nice that you'd use up your research to go through empty level 8?
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I think anything at level 8 Construction will be unique. So you'd just create new artifacts to replace the old ones.
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February 6th, 2009, 05:28 AM
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Lieutenant General
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Join Date: Sep 2007
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Re: Remove Artifacts?
I don't see why everything at cont 8 would automatically be an artifact. Guess someone should try to find out though.
__________________
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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February 6th, 2009, 08:23 AM
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Second Lieutenant
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Join Date: Dec 2008
Posts: 539
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Re: Remove Artifacts?
Quote:
Originally Posted by JimMorrison
Thanks for your help!
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No problem, was in a bit of a hurry when I wrote the earlier but I just scavenged the code from an earlier mod by KO removing all level 6 spells and up.
Quote:
Originally Posted by Aezeal
I don't see why everything at cont 8 would automatically be an artifact. Guess someone should try to find out though.
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I can confirm that moving constr8 items to level 2 makes them freely craft able, so at least it works the other way around.
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