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View Full Version : Adding a percentage magic path


Hoplosternum
December 23rd, 2008, 05:45 AM
I have been trying to do some moding.
<?xml:nam
I wanted to add a 33% chance of getting blood magic. So I used this command:
<O:p
#custommagic 16384 33
<O:p
This seemed to work as some of the units did indeed get 1 blood magic. But it seemed to be far less than 33%. Granted I only built a few (40 or so over two test games) but I probably only got half a dozen blood mages. I notice that most of the game ones are 10% or 50% chances. Are these the only percentage chances that work well?
<O:p
I am also interested in giving a percentage chance for Holy magic, or rather a boost to Holy magic. I assume this would work in the same way as any other kind of magic path?

Tifone
December 23rd, 2008, 08:45 AM
IIRC you can't add randomized Holy.

rdonj
December 24th, 2008, 08:24 AM
The random number generator isn't necessarily going to produce them at a rate of 1 in 3, sometimes it will get more, sometimes it will get less. The more you make the closer you're likely going to get to 1/3 of them having blood. If it says they have a 33% chance for blood magic, they have it.

I have no experience trying to mod percentages of holy, the manual would make it seem like it would work but I could see it not working. My suggestion would be to make a unit with an 80%+ chance for extra holy magic and try making a few in a game.

Aezeal
December 24th, 2008, 09:35 AM
it doesn't work. I didn't see it and Sombre says so too

Edi
December 24th, 2008, 09:51 AM
Randomized holy magic does not work, this is a known issue. Unfortunately I forgot to include it in the current version of the modding manual.

Hoplosternum
December 24th, 2008, 12:20 PM
Thanks to all of you.

I am not really worried about the holy magic although I did want to give Priests a chance to have Holy 2. Although hopefully they will fix this at some point.

Cheers & Happy Christmas :)