Re: Spell Numbers
Thanks Pyg! After changing the names for the spell numbers it started working now.... i´ll continue the mod...
About the poor AI choices for spells.... maybe if i keep spells that are not intrinsically good with gem costs (like TOuch of Madness) it will not be so bad.... also, i´m increasing mage path levels for the changed spells, so not every mage will be able to use them, but only higher level ones.... also, all changed spells will still have 99 fatigue so, barring communions that the AI rarely uses, a mage will at most be able to cast it twice per battle....
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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