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View Full Version : Modding: Spells as secondary effects only?


Starshine_Monarch
May 23rd, 2008, 04:20 PM
What I'm asking here is if it's possible to mod certain spells to be unable to be researched normally.

Like say I wanted to mod in a new spell. However, I only want that spell as an added effect to a certain commander or whatever to represent some special, unique power of the commander.

I know I can always just give it some ridiculous path cost so nobody would even be able to use it, but I was thinking that I could put the spell somewhere where it can't be researched, like in Divine level 9 or something (assuming that even exists).

Twan
May 23rd, 2008, 04:28 PM
Use #school -1 to make a spell non researchable.

MaxWilson
May 23rd, 2008, 05:27 PM
Note that you can get to Divine Level 9 by using Ritual of Rebirth repeatedly on a prophet. Every time he comes back from the dead and is re-prophetized he gains a level. Kristoffer says it's thematic. http://forum.shrapnelgames.com/images/smilies/wink.gif

-Max

Wrana
May 25th, 2008, 12:21 PM
About reprophetizing - would you copy it into "Dominions trivia"? http://forum.shrapnelgames.com/images/smilies/wink.gif

Tuidjy
May 25th, 2008, 12:35 PM
> Note that you can get to Divine Level 9 by using Ritual of Rebirth repeatedly on a prophet.

Or, for example, by giving an Arch-Theurg prophet (H4) the Sword of Injustice (H5)
and a crystal shield (H6), and organizing a communion with 8 communicants (H9).

Aezeal
May 25th, 2008, 04:50 PM
let's not forget power of the spheres

Tuidjy
May 25th, 2008, 06:24 PM
Power of the spheres is what the crystal shield casts. You cannot stack it.