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llamabeast
June 17th, 2008, 08:31 AM
I could have sworn that I used to know how to give two-level randoms to units. I seem to remember it was restricted so you could only give either "elements" or "sorcery" (i.e. the random gives two levels in one of nature, astral, death or blood).

However, I now have no idea whatever how to do this, and am beginning to wonder if I imagined the whole thing. Does anyone have any ideas? I want a 2-level sorcery random. At present I'm using an ordinary sorcery random plus #magicboost 1, but that is super-clumsy and will cause weirdness if the unit ever gets empowered.

Endoperez
June 17th, 2008, 08:35 AM
Use dom2 commands. #magicskill has commands for true randoms, elemental randoms and sorcery randoms, so #magicskill 52 2 works for a linked sorcery random.

EDIT: Sorcery was 52, elemental 51.

llamabeast
June 17th, 2008, 01:32 PM
Awesome, that worked! Thanks Endo!

Atreidi
June 18th, 2008, 08:37 PM
Were can we find a list of Dominions 2 commands just like that one?

chrispedersen
June 18th, 2008, 11:27 PM
Hey Endo

You might want to look at Gath. Gath has a 3? and I've done like 20 mages.. and they all came out 3 of the same path.. but different paths.

But the interesting thing, is it doesn't seem to be either sorcery or elemental.

Endoperez
June 19th, 2008, 02:43 AM
Atreidi, that particular command is listed in your mod manual. Most people just don't look at #magicskill when they're doing randoms, because most nations have a mix of elemental and sorcery randoms in Dominions 3.


chrispedersen, Gath isn't a mod nation. MA Atlantis Kings of the Deep also have linked custom randoms, and there might be few more mages (ah, Dust Priests from Hidden in Sand) with the ability, but the mod commands can't duplicate that.

Atreidi
June 19th, 2008, 03:05 AM
I see, I need to pay closer attention to the info on the manual. I usually use the doc folder on the game directory to look for commands. The manual can be quite intimidating at first. U need to read it a couple of times to get every thing straight. I've just read the manual once and put it away.

But hey its great to know you can do level 2+ randoms http://forum.shrapnelgames.com/images/smilies/happy.gif

Sombre
June 19th, 2008, 05:08 AM
'Mod manual' means the modding.pdf in the doc folder.

llamabeast
June 19th, 2008, 05:14 AM
Although what is better is Edit's unofficial modding manual, which I think you can find a link to in the signature of one of his posts.

Endoperez
June 19th, 2008, 07:20 AM
Sombre said:
'Mod manual' means the modding.pdf in the doc folder.



Thanks for the correction.

Modding manual and map manual are the pdf files found in \doc. The paper manual doesn't have any details about modding, IIRC. I'm sorry if I caused any confusion.

Atreidi
June 21st, 2008, 04:47 PM
How do you do the two level randoms that are not 50,51,52? There must be other combinations...

llamabeast
June 21st, 2008, 05:23 PM
Nope, there are only those options. As I understand it, in Dominions2 the only randoms were elemental, sorcery or all. That's a very major improvement in Dom3 to my mind.

Endoperez
June 21st, 2008, 06:04 PM
There's #magicskill, which allows for linked randoms via the Dom2 mechanic (50, 51 and 52), and then there's #custommagic, which allows for non-linked and less-than-100-percent randoms via the Dom3 mechanic (bytemasks for enabling paths in the random).

Johan and Kristoffer can do linked randoms via the Dom3 mechanic, but we can't duplicate it by modding.

Atreidi
June 21st, 2008, 10:55 PM
Ive seen two-level randoms that only have two options (i think it was astral and earth). How was that done?

Endoperez
June 22nd, 2008, 04:17 AM
Atreidi said:
Ive seen two-level randoms that only have two options (i think it was astral and earth). How was that done?



Was it a mod? If so, I haven't played it, but if someone can do a linked random I'd be interested to know it was done.

If not, "Johan and Kristoffer can do linked randoms via the Dom3 mechanic, but we can't duplicate it by modding."

Atreidi
June 22nd, 2008, 01:34 PM
No, it was no mod. I'll look for it. I think its a late age nation.

Edi
June 22nd, 2008, 01:45 PM
As has been said, this cannot be duplicated via mod currently. #custommagic <mask> <chance> is always a single point of path. JK and KO do not suffer from this limitation when making new nations since they put things directly into the source code.

Endoperez
June 22nd, 2008, 02:57 PM
This might be good time to mention that Johan (Karlsson, JK, Johan K.) and Kristoffer (Osterman, KO, Kristoffer O.) are the developers of the game, i.e. Illwinter Game Design. I don't think it has been mentioned even once in this thread.

Atreidi
June 23rd, 2008, 12:23 AM
Endoperez said:
This might be good time to mention that Johan (Karlsson, JK, Johan K.) and Kristoffer (Osterman, KO, Kristoffer O.) are the developers of the game, i.e. Illwinter Game Design. I don't think it has been mentioned even once in this thread.



Thats mentioned in the manual. http://forum.shrapnelgames.com/images/smilies/laugh.gif