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  #11  
Old April 9th, 2008, 06:36 PM
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Default Re: MoD mod

You only have to refer to them by number if they are user made. Since we're discussing custom spells I thought explainig the work-around would be enough and omitted some less important fetails...

Also, I'm not sure if you can link to a renamed vanilla spell via the new name. I think it's possible, but it's not important.
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  #12  
Old May 21st, 2008, 04:23 PM
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Default Re: MoD mod

v0.2 removed the researchlevel 0 I used for test also made it scale more by level (60+4xlvl instead of 80+1xlvl).
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  #13  
Old May 21st, 2008, 06:15 PM
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Default Re: MoD mod



The description inside the game reads

number of effects: 84+
fatigue cost: 200
air gems required: 2


Is this the correct results? (just wondering)
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  #14  
Old May 21st, 2008, 06:19 PM
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Default Re: MoD mod

Yes as the spell is castable by a level 6 mage

60+ (6x4) = 84 effects minimum.
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  #15  
Old May 22nd, 2008, 08:48 AM
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Default Re: MoD mod

I just found a better fix for MoD (attached a test version with researchlevel 0).

It's actually possible to recreate the spell with limited duration via mod commands ! I just figured it and I think I have the beginning of a solution for a definitive fix by mod.

I first tested #effect 5081 to make the battlefield enchantment last 5 rounds (adding x000 -with x < 10- to an effect make it a cloud with duration of x round), but if the spell is displayed with "5 round duration", it doesn't work for BE.

But, it's possible to create a cloud with limited duration summoning units each round, with the effect x001.

So I've created a spell making a summoning cloud on 5% of the battlefield, with a duration of 3 rounds, one ghost wolf appearing per round in each square, and it works. Creatures don't disappear after 3 rounds but the clouds disappear and stop to summon more then battle ends normally.

It's then possible to add mist as a secondary effect (using nextspell) , or spells summoning other creatures as nextspells.

The only problem is actually : as the spell is no longer a battlefield enchant mages can chain cast it (= really huge ghost wolves army).

Perhaps a workaround can be found using Mist (BE) as the primary effect of the spell, and the summoning clouds in nextspell, so the mages don't recast the spell.

ps : 3 rounds duration is short, but one creature on each square on 5% of the battlefield = far more effects per round than the original MoD spell
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  #16  
Old May 22nd, 2008, 09:07 AM
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Default Re: MoD mod

Even better, limited duration works for border summon, so it's possible to make MoD a spell of a duration of 9 rounds summoning units on the edges of the battlefield (with number of effects = total wanted, instead of a number of effect per square).

Ie, this version :

#selectspell "Mists of Deception"
#researchlevel 0
#effect 9043
#damage 298
#nreff 2004
#end

make (4 + 2/lvl) ghost wolves spawn each round during 9.
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  #17  
Old May 22nd, 2008, 10:52 AM
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Default Re: MoD mod

I think I now have a good fix, keeping the spirit of the original spell.
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  #18  
Old May 22nd, 2008, 03:46 PM

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Default Re: MoD mod

Incredible! Good work Twan.

(Incidentally I haven't tested it, but will try to have a look before KingMaker starts).
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  #19  
Old May 24th, 2008, 09:31 PM

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Default Re: MoD mod

I have given Llamabeast the license to use whatever mod he desires to fix the spell for Kingmaker. Thanks for the work Twan!
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