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  #21  
Old January 6th, 2012, 04:23 PM
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Avarchillion Avarchillion is offline
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Default Re: MA - The House of Malkav -The Malkavians

Quote:
Bug: the wereform of the lunatic has only 100 years of max age. And isn't immortal, and is suddenly mindless. Might want to exualize all the different abilities it has.
thanks i´m going to look into that.

you seem to know a lot about modding. that is good to know as i do have some questions.
1. i am trying to get the fairydust weapon to work, but it just doesn´t....
example:

-- Faeriedust

#newweapon 668
#name "Faeriedust"
#dmg 1
#att 5
#def 0
#nratt 1
#rcost 1
#aoe 1
#magic
#nostr
#len 4
#secondaryeffect 88
#secondaryeffectalways 387
#explspr 10001
#end

that should create a close combat weapon that is considered magic, should, on hit, cause unconsciousness and should induce sleep to anyone in the area. well, it doesn´t do anything but a little bit of damage.......
what have i done wrong here?

2. how do i give unique, definit names to my heroes?

3. why is the space for text (unit description etc.) always so small?

4. how do i get the wereform only to come out when the raving lunatic is actually hit? that was my original idea and i am not happy with how it works at the moment.

Quote:
One small thing, I personally dislike summons that have a hidden gold cost.
hm, summons that cost money. i never noticed that. which once have that hidden cost and how do i remedy that?

anyhow thanks for the critisism. :-)

avarchillion
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  #22  
Old January 6th, 2012, 04:29 PM
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Avarchillion Avarchillion is offline
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Default Re: MA - The House of Malkav -The Malkavians

well, i have made the wereform less mindless, immortal and more youthful. :-)

just download the 1.3.2 version at the begining of this post.

avarchillion
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  #23  
Old January 7th, 2012, 12:19 AM

kianduatha kianduatha is offline
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Default Re: MA - The House of Malkav -The Malkavians

Your fairy dust weapon is way too complex for what you want it to do...you could just plain have this:

#newweapon 668
#name "Faeriedust"
#dmg 110
#att 5
#def 0
#nratt 1
#rcost 1
#aoe 1
#magic
#dt_stun
#nostr
#len 4
#secondaryeffectalways 387
#explspr 10001
#end

However, that's the most ridiculously overpowered weapon in the world--fatigue out aoe-1 automatically? Nothing should get that.
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  #24  
Old January 7th, 2012, 12:36 PM
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Default Re: MA - The House of Malkav -The Malkavians

Quote:
However, that's the most ridiculously overpowered weapon in the world--fatigue out aoe-1 automatically? Nothing should get that.
well, it was more of a try to get something noticeable to work. in the game i would definitivly tweak that. ;-)

avarchillion
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  #25  
Old January 7th, 2012, 04:45 PM
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Default Re: MA - The House of Malkav -The Malkavians

Hidden gold cost is because the summons are normal units that still have gold upkeep costs (As they are the same units as the normal recruits they still increase your upkeep by their normal gold cost). (Not that bad in this case, as the rest is a bit op).
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Bookmark these links:
http://dom3.servegame.com/wiki/
http://wolfsbane.alwaysdata.net/Spells.html
Test stuff, use the debug mod:
http://forum.shrapnelgames.com/showthread.php?t=36453
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  #26  
Old January 8th, 2012, 05:38 PM

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Default Re: MA - The House of Malkav -The Malkavians

I will try your new version since the first one was so enjoyable... I hope they are less god-like this time around! I have been using them as one of my overpowered opponents in SP. The others are mostly by Amos, to give you an idea of how strong yours is!
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  #27  
Old January 9th, 2012, 07:10 AM
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Default Re: MA - The House of Malkav -The Malkavians

ok another update: version 1.4

i have tweaked all the vampires, took away some of their weapons, tweaked the lupins and managed to get some of the weapons (faeriedust; thanks to kianduatha; and others to work).

rather substantial tweak and balancing update.

for instance i managed to get malk content killed in game against some independent defenders. :-)

avarchillion
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  #28  
Old January 16th, 2012, 04:40 AM

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Default Re: MA - The House of Malkav -The Malkavians

I played a game of 1.3.2 and the vast sweep of vampire abilities and powers downward seemed like it was so much more balanced.

-The Horsemen don't (didn't) have any Ambidexterity so their effective Attack with the two long range weapons is very low.

I forgot the rest, it was a few days ago but I will update here as I remember, playing v. 1.4.
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