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October 25th, 2007, 07:00 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Missing Wishes
Quote:
Sombre said:
If you wish for power it boosts your stats right?
So you can alter some things which are set to the monster ID type.
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Yes, it does, but those stats, once the monster is recruited, are tied to the individual unique id that we can't see.
Things tied to monster type ID - Base stats
- special abilities of the monster type
- base values of variable special abilities that are affected by external factors (e.g. fear is affected by Death magic)
- base magic paths
- random path selection
- sprites
- possible special, hardcoded scripted behavior (e.g. lammashta)
Things tied to unique ID - individual unit stats after recruitment, including modifications due to external factors
- experience
- afflictions and their effects
- magic paths after recruitment, including realized randoms
- heroic abilities (including any monster special abilities such as fear, awe, standard or reinvigoration that are gained from such)
- abilities modified by existing other attributes (e.g. fear and Death magic, leadership and magic etc)
- abilities created by other existing attributes (e.g. supply bonus from Nature magic)
The only mechanisms I know of adding fixed special abilities to units is via heroic abilities or items. As far as I know, no such mechanics exist that it could be done via spell effect, though DrPraetorious is probably better equipped to confirm that. If there is a spell effect that can replicate a specific heroic ability such as battle bellow, legendary cruelty, awe or otehr such, that could theoretically be used if the relevant condition forks are added to wish code.
When dealing with wishes and unit boosts, you need to keep a clear distinction between what affects a specific unit and what affects the entire type and how the existing mechanics are tied to that.
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October 25th, 2007, 11:27 AM
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Re: Missing Wishes
Quote:
Edi said:
The only mechanisms I know of adding fixed special abilities to units is via heroic abilities or items.
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Perhaps Dominions_4 will have hidden item slots for units where a ritual spell will place a hidden item into one of the slots and provide the unit with the special ability/trait. Ideally Dominions_4 will have modding of items and hidden items for greater diversity in the game. Unfortunately we'll have to wait for Dominions_4 which is 4 years away in the best case scenario.
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October 25th, 2007, 12:22 PM
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Re: Missing Wishes
You can always pay them to rewrite whole database system so it can include many more things 
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October 25th, 2007, 01:15 PM
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Re: Missing Wishes
Quote:
Zeldor said:
You can always pay them to rewrite whole database system so it can include many more things
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Unfortunately Illwinter has been quoted as saying they wouldn't know what to do with money. I provided a response with a great list of suggestions so hopefully after reading the suggestions they're more interested in money.
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October 25th, 2007, 07:41 PM
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Re: Missing Wishes
A solution is to create artifacts in the game that cannot be forged normally, but can be summoned via a Wish, and tieing various abilities to such artifacts.
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October 25th, 2007, 11:26 PM
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Re: Missing Wishes
Quote:
HoneyBadger said:
A solution is to create artifacts in the game that cannot be forged normally, but can be summoned via a Wish, and tieing various abilities to such artifacts.
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That's what I said, hidden item slot so the wings or stealth or whatever could not be passed around. It shouldn't be limited to 'Wish' because that would favor astral gems and require lots of research.
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October 26th, 2007, 12:56 AM
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Major General
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Join Date: Feb 2005
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Re: Missing Wishes
Well, I actually *would* be willing to add stuff to the codebase, even and in spite of the fact that KO has evidently written all the comments in Finnish and writes like he were still trying to run in < 640K. I've taught ANSI C to 19 year olds, I've seen worse.
OTOH, adding more stuff to wish for would hardly be my frist priority if I had a crack at the code. In general, while this stuff would be cool to wish for, it would be in-no-sense competitive vs. wishing for >100 gems, which you can already do. "Become (unit name)" might be interesting - and would allow you to sidestep Edi's concerns about special abilities and unit #s - but would I really want to spend 100 gems to change the unit ID# on someone that I'd already boossted to Astral 9? If they were maintaining the arcane nexus it *MIGHT* be worth the pearls to help protect them by turning them into something bad *** like a seraph, but otherwise, no thank you.
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October 26th, 2007, 11:58 AM
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BANNED USER
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Re: Missing Wishes
Your list is by no means complete.
It ignores items.
Since items can grant flying, complex, but by no means "new" coding could very well grant flying.
That said, the developers are probably burned out from carrying a huge project on only two sets of shoulders.
That said, there are swarms of computer competent people here who would fight in the Arena to work on Dom3 code.
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October 26th, 2007, 01:44 PM
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Re: Missing Wishes
What's really needed are several high level spells that allow the caster to transform into other units. It's a visible gap in the available spells, since the most you can hope for is to transform yourself into an undead.
How many myths and legends concern powerful magic users changing themselves and others into demons, monsters, dragons, etc? It's used everywhere from Conan to King Arthur to Ulysses to Harry Potter.
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October 27th, 2007, 12:00 AM
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Corporal
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Join Date: Jul 2007
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Re: Missing Wishes
Actually, there *is* a transformation spell; it's called Transformation. Alt 7, N3.
Wishes I'd like to see (although I might not ever use them):
Youth - sets your age to 1/2 your maxage or so.
Health - remove disease and all afflictions.
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