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May 12th, 2007, 03:05 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Other events
At present, effect 10042 can only send ten events, unless I'm messing up.
It'd be nice if we could send all the other events as well.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 23rd, 2007, 04:35 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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More age manipulations
I want spells to make my units younger (other than the caster.)
I tried fiddling with various #spec for effect 10101 (youth), and no dice - only the caster gets younger.
I can create combat spells that en-youthen my entire army with effect 101, BUT I can't get the computer to cast them.
I could get around this either if I could mod the secondary effect field for spells (which we need anyway, sooner or later) or with an AI priority change for effect 101 - so that the AI would allow it to be cast in combat (presently won't do so even if scripted to do so, AFAICT.)
Alternatively, a variant on effect 10041 (flames from the sky) that did age instead of hp damage, if it happens to exist by some generative rule (I tried 10151 and that wasn't it), or if it could be added, would be even better.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 23rd, 2007, 10:42 PM
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General
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Join Date: Oct 2006
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younger units
I'll second that-we need spells to make other units younger. And ritual spells, not combat, because that's kind of cheezy to have people getting younger in the middle of a battle.
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You've sailed off the edge of the map--here there be badgers!
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May 24th, 2007, 12:41 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Other intrinsics
I don't see these intrinsics in-game, but if they're supported in the binary and unused, I'd like to be able to mod them (on units, as opposed to spells or items):
lucky, soul vortex, mossbody.
Also the different seasonal bonuses would be nice to mod (copystats also gets you animal and ethereal, among other things.)
Not a priority thing, though.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 25th, 2007, 03:16 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Other intrinsics
Don't know if this has been mentioned, but it would be really useful if Morale set to 99 made the unit automatically be in a berserk state in battle.
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May 25th, 2007, 06:04 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Thanked 67 Times in 27 Posts
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Re: Other intrinsics
Male units with #seduce (and I assume #succubus) appear to seduce other male units. I'd like to be able to make units seduc females (would be nice if male units did that by default.)
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 26th, 2007, 09:31 PM
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Corporal
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Join Date: Mar 2007
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Re: Other intrinsics
I suppose that an incubus (male succubus who seduces females) unit would not be unreasonable. I'm sure that pans or satyrs might be able to seduce the women as well.
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