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  #1  
Old June 11th, 2005, 07:22 PM
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Default Modding: like this?

Would this hypothetical weapon work?

#newweapon <679>

#name <Auroralic Bolt>

#nratt <1>

#aoe <1>

#dmg <10>

#att <0>

#range <10>

#ammo <3>

#nostr

#magic

#shock

#armornegating

#sound <24>

#explspr <10001>

#flyspr <141> <8>

#secondaryeffect <114>

#end


I'm asking because there aren't any examples in Dom II like they had in Dom I...
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  #2  
Old June 11th, 2005, 10:57 PM
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Default Re: Modding: like this?

This will not work.

There are countless examples .. just download any one of of all those mods around and check them out...
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
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  #3  
Old June 12th, 2005, 04:19 AM
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Default Re: Modding: like this?

I guess this will be more like it then?

#newweapon 924
#name "Auroralic Bolt"
#nratt 1
#aoe 1
#dmg 10
#range 10
#ammo 3
#nostr
#magic
#shock
#armornegating
#sound 24
#explspr 10001
#flyspr 141 8
#secondaryeffect 114
#end
-- This is the long range strike of Aurora Soldiers
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  #4  
Old June 12th, 2005, 05:44 AM
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Default Re: Modding: like this?

This looks quite ok.
But you may want to add an attack value.
"0" is ok for bows with ammo 20, but for a ranged attack with ammo 3 on a considerable expensive unit, this may be to few. I would suggest testing with "2".
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
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  #5  
Old June 12th, 2005, 06:23 AM
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Default Re: Modding: like this?

Well the unit itself is a summonable sacred ethereal fireshielded non-living thingy with nasty close attack...

Not much HP though.

But good to know that it would work. I'll proceed with my project. Coming next: the amazing transformation of Ulmish units. The Master Alchemists drank too much mercury and got replaced with the Sky Smith. Yay!

How do you define how much pretender costs in points?
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Old June 12th, 2005, 07:17 AM

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Default Re: Modding: like this?

Quote:
Nerfix said:
...
How do you define how much pretender costs in points?
Use #gcost , it's read as "design cost" when pretender tag on.
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  #7  
Old June 12th, 2005, 08:19 AM
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Default Re: Modding: like this?

Righty then.
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Old June 12th, 2005, 08:26 AM
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Default Re: Modding: like this?

#selectmonster "550"
#name "Sky Smith"
#descr "The Sky Smith is an anciet smith of great magical powers and artificer skill. He, according to legends, helped in the Creation by forging the sky but he disappeared for a long time. Now he has returned and is trying to achieve godhood, viewing himself as the only worthy one for the position. He is a versatile mage and he knows the secrets of the forge.

Dominion: 1
Earth magic: 1
New magic paths cost: 10
Weapons: Hammer
Armor: Light Weight Scale Mail"
#spr1
#spr2
#ap 12
#mapmove 2
#hp 10
#prot 0
#size 1
#str 10
#enc 3
#at 10
#prec 11
#mr 12
#mor 11
#weapon "13"
#armor "49"
#gcost 50
#okleader
#goodmagicleader
#noundeadleader
#forgebonus 20
#magickill 3 1
#pathcost 10
#restrictedgod 4
#startdom 1


Would this work?
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  #9  
Old June 12th, 2005, 09:09 AM
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Default Re: Modding: like this?

You don't need to have "" with numbers. Other than that, it looks like it should work. However, boost his hits a little. He is a pretender, and a Smith, after all.


Also, you don't need to define *everything*. Leave out the #spr and #spr2 if you don't want the picture to change, #noundeadleader is not needed unless you are modding something to lose that ability, etc.
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  #10  
Old June 12th, 2005, 09:37 AM
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Default Re: Modding: like this?

spr's are empty because I don't have any sprites.

BTW, I forgot the #clear and #clearspec in that pretender.
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