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  #1  
Old June 9th, 2004, 09:17 PM

Scott Hebert Scott Hebert is offline
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Default Re: Exalted Mod

Hmm. Endoperez, could you perhaps elaborate on this? Are you saying it's possible to switch the units available to a given nation (through switching the mod) on a turn-by-turn basis?

For example, it's possible for me to have 5 mods, all the same except for what type of Exalted is recruitable, and switch between them on a turn-by-turn basis? Can you randomize this?

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  #2  
Old June 10th, 2004, 01:23 AM
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Default Re: Exalted Mod

Yes, you could have different Versions of the same mod like that, and change them every turn.

It's a manual process though, controlled by the single player or MP host.

There's no built-in way to randomize it, but someone could script something, if it were important.

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Old June 10th, 2004, 03:05 PM
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Default Re: Exalted Mod

And I thought my Eshin assassins were overpowered...
I am SO looking forwards to this.
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Old June 10th, 2004, 03:18 PM
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Default Re: Exalted Mod

Quote:
Originally posted by Vicious Love:
And I thought my Eshin assassins were overpowered...
I am SO looking forwards to this.
Well, you'll have to make sure that you don't change the actual units that have already been recruited, but instead modify the recruitable units list. Otherwise the stats will constantly change of units in the field.
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Old June 10th, 2004, 04:03 PM

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Default Re: Exalted Mod

Just had an idea:

Swop blood magic for Exalted summoning.

You can recruit normal humans, and you can have people out looking for Exalted. When you've looked enough (lots of blood slaves) you can cast the spell "Summon Solar" and a random exalted type appears.

Thought I'd throw that in, as one way to limit availability.
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Old June 10th, 2004, 05:13 PM

Scott Hebert Scott Hebert is offline
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Default Re: Exalted Mod

While an interesting idea, Tris, I need to have Blood magic for summoning Demons. Alternatively, I can make the Demons like the Tien Chi national summons, and do what you suggest... but I don't think I like 'bloodhunting' for Solars.

BTW, is there anything to prevent you from having spells that do the exact same thing (say, summon the same unit), and simply make it different reqs? I mean, the Exalted have the means to bind demons through Sorcery, but anyone can use Blood magic to summon those same demons...

Preliminary tests with the Solar end of the mod have some interesting results. Night Castes are excellent Assassins... unless they go up against HC/Knight Commanders. Caveat Emptor. As for the rest, the Dawn has severe fatigue problems, the Zenith runs around with the troops, and the Eclipse is being overlooked. The Twilight stands out as the best, but they're your only really good researchers.

It doesn't seem nearly as 'broken' as the stats might suggest... that, or I don't know how to make SCs (or when).

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Old June 11th, 2004, 05:53 AM
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Default Re: Exalted Mod

You can't currently duplicate spells - only change the requirements of existing spells. But you can make a spell become a national spell, which sounds like it might accomplish what you want.

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