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November 9th, 2006, 06:02 AM
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Sergeant
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Join Date: Feb 2004
Location: Germany
Posts: 286
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Re: Testmod/-map for combat tests/checking spells
Sounds good, thx
CharonJr
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November 9th, 2006, 06:51 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Testmod/-map for combat tests/checking spells
Heh. My testmod is much simpler. Wish to Alter 0, Astral 1, 1 gem, eidt .dm to copy & paste and change spell name when needed. Send Horror for Horror testing, Bind Demon Lord for testing them (it still doesn't age the caster), Call the Eater of the Dead, etc. Your is a bit more sophisticated. 
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November 9th, 2006, 03:37 PM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: Testmod/-map for combat tests/checking spells
Quote:
Endoperez said:
Bind Demon Lord for testing them (it still doesn't age the caster),
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Is it supposed to? The demon lords are so unimpressive that I can't imagine why such a condition would be necessary. They can't even take on an AI army without expensive equipment.
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November 9th, 2006, 07:01 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
Thanks: 7
Thanked 7 Times in 6 Posts
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Re: Testmod/-map for combat tests/checking spells
Thanks, i had something equal in Dom2 and its very useful.
Funny:
Hosting my first turn took about 5 minutes on my laptop because i had a battle and each battleround needs 30 seconds.
Viewing the turn i saw that some randoms attacked my hundreds of Air1 commanders. Its quite fun to see when all the commanders cast Air Shield.
Maybe you should add a fortress so there can't be any battles.
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November 9th, 2006, 01:34 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
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Re: Testmod/-map for combat tests/checking spells
Quote:
calmon said:
Thanks, i had something equal in Dom2 and its very useful.
Funny:
Hosting my first turn took about 5 minutes on my laptop because i had a battle and each battleround needs 30 seconds.
Viewing the turn i saw that some randoms attacked my hundreds of Air1 commanders. Its quite fun to see when all the commanders cast Air Shield.
Maybe you should add a fortress so there can't be any battles.
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Good idea, updated the map, now those two provinces are fortified  .
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November 9th, 2006, 03:37 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
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Re: Testmod/-map for combat tests/checking spells
Sorry to be a pain but is there any way you (or some-one else) could add a .zip file as well? my computer is allergic to .rar files...
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November 9th, 2006, 03:41 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
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Re: Testmod/-map for combat tests/checking spells
Quote:
Shovah32 said:
Sorry to be a pain but is there any way you (or some-one else) could add a .zip file as well? my computer is allergic to .rar files...
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No problem.
Attached as .zip to this post  .
If it doesn't work post again, then i try something else, because i zipped it with a very old version of winzip because i find winrar more useful. So i hope it works, if not post again or pm me and i try to send it as email instead where you can attach the files directly too  .
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November 9th, 2006, 03:50 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
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Re: Testmod/-map for combat tests/checking spells
Thanks alot boron
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November 9th, 2006, 03:56 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
Thanked 0 Times in 0 Posts
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Re: Testmod/-map for combat tests/checking spells
Np yw  .
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