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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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Old September 6th, 2008, 03:23 PM
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Edi Edi is offline
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Default Re: Modding: Spell cost

Size 6 is the limit.

Yes, the descriptions are limited. They can be fairly long, though. Just don't write an epic novel.

For the final one, are you modifying an existing unit or creating a new unit? If modifying existing ones, they might have base leadership. Also, check the leadership table in the modding manual against the commander's magic paths. Magic paths grant various kinds of leadership. I am not certain if having #noleader will also nullify leadership from magic paths or if some of the units in the game that cannot lead anything under any circumstances are hardcoded with some flag that makes them behave like that.
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Old September 6th, 2008, 03:40 PM

Attle Attle is offline
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Default Re: Modding: Spell cost

It is a new unit which has W5B5. It being able to lead other troops isn't unthematic nor a real problem. It's just that I thought it was wierd it could while being scripted not to be able.
Also, Edi thanks for all the help and the database, it is really great.
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