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Old February 16th, 2010, 10:44 AM

Sombre Sombre is offline
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Default Re: Cinggis Qayan, Wrath of the Khans

Hmm, lots to comment on. Let me pick out a few things from the thread so far which I think need to be flagged further, before I boot up the mod.

Quote:
Originally Posted by Frozen Lama View Post
the question about silk clothing could be fixed by giving them armor with air shield
Not that this is possible outside of onebattlespell, but no no no. Having a silk vest on does not equate to airshield. Airshield can stop massive boulders, flaming arrows (without getting hit by the fire), seeking arrows etc. Airshield is a magical force batting away projectiles. A silk vest is just something to add to custom armours, or you could give the unit a natural #prot level of 4 or something.

Quote:
Originally Posted by kennydicke View Post
Thank you! Can air shield be added to non-magical armor
No. It can't be added to magical items either. Nor is it a monster command. It would require a onebattlespell, unless I'm forgetting some monster you could copystats. Regardless I think putting air shield in to represent a silk vest is insane.

Quote:
Originally Posted by kennydicke View Post
Unfortunate, but not unexpected; as of my personal notes in the .dm, I may change their bows to vanilla weapons.
I would. From your descriptions, I would give all their archer units the longbow weapon. It still gives them the best human bows in the dom3 world, works with flaming arrows etc - only issue is it says 'longbow' instead of 'recurve compound horsebow' or whatever you want it to say. Which I don't think is an issue, much in the same way I wouldn't make a 'cutlass' weapon to replace 'falcion' or a 'gladius' to replace 'shortsword'.

Quote:
Originally Posted by kennydicke View Post
I noticed in the modding.pdf that onebattlespell can only be used on vanilla spells. I guess maybe you could edit a spell to get around this? I would be very interested in seeing how you accomplish this, if only to slake my thirst for knowledge. The spells were not being cast as normal, I hadn't tried actually giving the unit a gem to cast it with though.
Gems have nothing to do with it imo. If you point out the specific units its going wrong for I can take a look. onebattlespell has always acted a little weird though.

The method for getting round the vanilla restriction is to first make an exact copy of the vanilla spell using #copyspell - then you edit the original vanilla spell to be whatever you want it to be, then you #onebattlespell call it by ID number.

Other things:

If you do want units to fight with both sword and lance at the same time, you have to give the unit an appropriate level of ambi. Regardless of what historians say, there's no way I'm going to believe warriors would use a technique like that unless it was /useful/, therefore there should be a point to it in dom3. Two attacks at att8 is the lowest you could really go before it becomes too crappy to imagine a warrior using it. Even that is pretty abysmal. Remember ambidexterity can essentially be whatever value you like, because it /only/ matters for these weapons. So you can make it 10 if you want and realistically it won't cause any problems.

If you want a lance with charge bonus which beaks after one round and doesn't screw up the attack from the sword on the first round it needs #charge, #ammo 1 and #bonus. The #ammo 1 is the breaking part.

I see no reason not to make a new lance for the mongols. Unlike with missile weapons it isn't going to cause any flaming arrows style interaction problems.

Regarding encumbrance free armour or having low enc. Think very carefully about this. If you're saying all your guys, racially/culturally have high levels of endurance which set them apart from the other dom3 species/nations (like machaka) then give them enc 2. No lower. As concerns the armour, the fact that they're used to wearing it around as clothing doesn't mean it causes no enc. You might say it reduces the enc by 1 or something, but being used to something and it being magically weightless are different things. Knights used to do exercise in armour, but dom3 has its own system of armour and enc and it's best to stick to that if possible. Besides which, most of your stuff is mounted (which should mean base enc 5 or 4 with the racial bonus) and ignores the armour enc.
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