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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 May 20th, 2010, 10:46 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Spell Numbers

By the way, the term AI here does not mean just computer players.
The AI of your own mages as far as how well they follow their own scripts can be affected.
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Old May 24th, 2010, 08:49 AM
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Default Re: Spell Numbers

Thanks Pyg! After changing the names for the spell numbers it started working now.... i´ll continue the mod...

About the poor AI choices for spells.... maybe if i keep spells that are not intrinsically good with gem costs (like TOuch of Madness) it will not be so bad.... also, i´m increasing mage path levels for the changed spells, so not every mage will be able to use them, but only higher level ones.... also, all changed spells will still have 99 fatigue so, barring communions that the AI rarely uses, a mage will at most be able to cast it twice per battle....
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