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July 29th, 2008, 05:00 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Heroes (wishful idea)
Quote:
Foodstamp said:
Something else you should know about #onebattlespell.
If you assign a #onebattlespell to a commander and he has the paths to cast the spell naturally, he can cast the spell throughout the battle even if the spell has not been researched.
For instance, if you gave an air 3 commander #onebattlespell for Thunderstrike. He could cast Thunderstrike throughout the battle from month one on, even though the nation had not researched evocation yet.
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I'd just like to point out that this doesn't work out quite like Foodstamp thought.
First, the spell his caster was casting was researchlevel 0, school -1 when it was cast repeatedly.
Second, it was a summon spell. In at least some cases, #onebattlespell targets the caster. Understandably, casters Thunder Striking themselves dead before battle starts and you can see what is happening can be frustrating. I'm not sure when this happens, but I suspect no viable targets being in range is one option.
It can still be great tool, but it seems like I won't be able to use it to create a hero that could cast Petrify from the turn he showed up, even once in battle (unless I want him to petrify himself).
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July 29th, 2008, 05:13 PM
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Lieutenant General
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Location: New Orleans
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Re: Heroes (wishful idea)
In the Throne of Heroes, the Middle Age update to WH 1.8, one of the Caelum Heroes casts grip of Winter at the start of each battle. Yes, the Yeti! He is always accompanied by icy winds
and snow. brrrr.
It works and has been tested. And it works from turn one.
Summoning spells do autocast for zero fatigue the entire fight
with #onebattlespell, but i find it is overpowered to have monsters spammed at zero fatigue the entire battle.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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July 29th, 2008, 05:37 PM
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National Security Advisor
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Re: Heroes (wishful idea)
Oh, was it you or someone else that used RITUAL summon spells as #onebattlespells? Those had mist-type lasting effect if I understood the situation correctly; they kept summoning each turn.
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July 29th, 2008, 06:07 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
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Re: Heroes (wishful idea)
Quote:
Endoperez said:
Quote:
Foodstamp said:
Something else you should know about #onebattlespell.
If you assign a #onebattlespell to a commander and he has the paths to cast the spell naturally, he can cast the spell throughout the battle even if the spell has not been researched.
For instance, if you gave an air 3 commander #onebattlespell for Thunderstrike. He could cast Thunderstrike throughout the battle from month one on, even though the nation had not researched evocation yet.
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I'd just like to point out that this doesn't work out quite like Foodstamp thought.
First, the spell his caster was casting was researchlevel 0, school -1 when it was cast repeatedly.
Second, it was a summon spell. In at least some cases, #onebattlespell targets the caster. Understandably, casters Thunder Striking themselves dead before battle starts and you can see what is happening can be frustrating. I'm not sure when this happens, but I suspect no viable targets being in range is one option.
It can still be great tool, but it seems like I won't be able to use it to create a hero that could cast Petrify from the turn he showed up, even once in battle (unless I want him to petrify himself).
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Well if the spell has a Range 100, shouldn't that pretty well resolve the issue? And you can make a new version of whatever spell just for that unit, that has a longer range, can't you? Though if there is some other predilection towards self targeting, then I don't know what to say - other than only use offensive spells if you can make the caster immune to them. 
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July 29th, 2008, 06:49 PM
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Major General
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Join Date: Aug 2000
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Re: Heroes (wishful idea)
And don't stand next to 'Maleval the Magnificent Meteor Magnet'...
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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July 29th, 2008, 07:21 PM
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Major General
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Re: Heroes (wishful idea)
When I tried it, #onebattlespell "Magma Eruption" failed to give my units the ability to cast Magma Eruption. Foodstamp said he was using custom spells with researchlevel 0 and no school assigned; I don't think you can do this with normal spells without modding them first.
-Max
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Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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July 30th, 2008, 11:22 AM
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National Security Advisor
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Re: Heroes (wishful idea)
Did the units cast Magma Eruption at themselves or at the enemy? It'd be pretty simple to
#newspell
#copyspell "Magma Eruption#
#end
#selectspell [original magma eruption]
#school -1
#researchlevel 0
#end
if the trick worked for offensive spells.
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July 30th, 2008, 11:51 AM
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First Lieutenant
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Location: Reading, PA
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Re: Heroes (wishful idea)
I've tried wind guide as number 1 battle spell and it didn't cast. Of course there are multiple issues, first being the gem requirements and the second being the research issue.
I didn't bother trying to figure it out and just deleted the command line.
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July 30th, 2008, 02:44 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Heroes (wishful idea)
Endoperez,
Yes, I expect that probably would have worked, but I was testing it out for a newbie who wanted to mod his pretender up to 100 paths (on the theory that what he was really after was interesting spells for his pretender) and I didn't want to get into spell modding. Also, at the time I didn't know exactly how Foodstamp had done his mods.
Anyway, if anyone does that and has it work (so you can cast Magma Eruption or Thunderstrike, etc., from turn 1) post back here. I probably won't try it soon but maybe I will.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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