.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old May 19th, 2010, 08:47 AM
Makinus's Avatar

Makinus Makinus is offline
First Lieutenant
 
Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
Makinus is on a distinguished road
Default Spell Numbers

I´m creating a mod where i will change a lot of spells, making Battle spells that need gems to be gemless (but with higher magic path requirements) but i´m having problems by modding them by the spell names as i keep getting errors that there is not spells with such names..... according to the mod manual you can mod them with spell numbers too, but where do i find these spell numbers?

Thanks.
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
Reply With Quote
  #2  
Old May 19th, 2010, 01:03 PM

pyg pyg is offline
BANNED USER
 
Join Date: Jan 2009
Location: a small farm
Posts: 340
Thanks: 73
Thanked 103 Times in 42 Posts
pyg is on a distinguished road
Default Re: Spell Numbers

Here is a list (first two columns are number, name) that I got from lch, but I suspect your problem is actually something else.
Attached Files
File Type: zip spells_sql.zip (20.5 KB, 178 views)
Reply With Quote
  #3  
Old May 20th, 2010, 03:44 AM
Jack_Trowell's Avatar

Jack_Trowell Jack_Trowell is offline
Second Lieutenant
 
Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
Thanked 21 Times in 13 Posts
Jack_Trowell is on a distinguished road
Default Re: Spell Numbers

Be aware that removing gem cost from some spells can mess the AI.

Touch of madness used to be gemless, but the AI was sometime casting it on your mages and archers, the gem cost was first added in mods, and later in a patch to prevent the problem.

Battle summons can also be a problem, as they have a high priority for the AI : remove the gem cost from "summon fire elemental" and unscripted fire mage will almost never cast anything else.
__________________
Q: "How many Vorlons does it takes to change a lightbulb ?"
A: "Yes !" <stranges noises>
--
Dominions Map validator and randomizer : http://dominions.realites.org
Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
Reply With Quote
  #4  
Old May 20th, 2010, 10:46 AM
Gandalf Parker's Avatar

Gandalf Parker Gandalf Parker is offline
Shrapnel Fanatic
 
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
Gandalf Parker is on a distinguished road
Default Re: Spell Numbers

By the way, the term AI here does not mean just computer players.
The AI of your own mages as far as how well they follow their own scripts can be affected.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
Reply With Quote
  #5  
Old May 24th, 2010, 08:49 AM
Makinus's Avatar

Makinus Makinus is offline
First Lieutenant
 
Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
Makinus is on a distinguished road
Default Re: Spell Numbers

Thanks Pyg! After changing the names for the spell numbers it started working now.... i´ll continue the mod...

About the poor AI choices for spells.... maybe if i keep spells that are not intrinsically good with gem costs (like TOuch of Madness) it will not be so bad.... also, i´m increasing mage path levels for the changed spells, so not every mage will be able to use them, but only higher level ones.... also, all changed spells will still have 99 fatigue so, barring communions that the AI rarely uses, a mage will at most be able to cast it twice per battle....
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:05 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.