Thread: Mod StaticGemGens 1.1
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Old June 9th, 2011, 05:54 AM
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Default Re: StaticGemGens 1.0

Quote:
Originally Posted by Wrana View Post
Yes, I also thought about such a workaround. However, after CBM crew continued to ban more magic items while making those those for mass attack cheap and easy, I just decided that it's useless to discuss with them - they just play another game! Mind it, they had some good ideas at the time.

Quote:
Originally Posted by Soyweiser View Post
...
This mod uses parts of the Mytheology, CBM, and Avernum mods.
Pray, what for? IIRC, gem generation and other few traits needed here are all possible to just write up from the scratch using basic modding commands...
Mytheology for the monster base. CBM to have the same mod commands as CBM uses for the earth booster and the other item changes. And Avernum for the images.

Quote:
Originally Posted by Wrana View Post
Did you check to see if the AI uses the new spells? It would be cool if it did.

Any way to use them with CBM (latest version)?
Well the only testing I did was just to see if the spells work. Dunno if the AI uses them.

And it should be compatible with the latest CBM version. But once again I did not test extensively.

The mod was just some thing I thought I had to finish sometimes.
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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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