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February 3rd, 2009, 10:40 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Hehehe. No I didn't mean that you didn't see my spell, but that Burnsaber seemed to have missed it.
Also mine does fatigue damage from asphyxiation, rather than physical damage. Though, it should be changed to AP rather AN, if it is to be used, or the damage lowered a little.
I like yours, too. I am imagining sudden, explosive expansion of the dissolved gasses in the water, dramatically compressing the water itself, and anything in it. None too realistic of course, but it's "magic".
(PS- I didn't ignore your request for another avatar change, I just wanted to give my baby his 15 minutes of fame before replacing him.  )
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February 4th, 2009, 12:53 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Quote:
Originally Posted by VedalkenBear
Burn: Wait, you can exclude a certain type of monster from an effect? Then can you exclude amphibious creatures from an UW-only spell? That would 95% of the effect of an aquatic-only spell, no? You could name the spell 'Sailor's Revenge', in that case. 
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Underwater spell that targets only non-amphibians (targeting those who breath by using items) is possible, but I think that getting underwater is hard enough even without some "smite landlubbers"-spell.
Quote:
Originally Posted by llamabeast
Earthmeld + Quicksand = DOOM!
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Err.. True. So that if I made the Quicksand spell, you could kill any SC by that combo. Back to the drawing board, then.
Quote:
Originally Posted by JimMorrison
Hehehe. No I didn't mean that you didn't see my spell, but that Burnsaber seemed to have missed it.
Also mine does fatigue damage from asphyxiation, rather than physical damage. Though, it should be changed to AP rather AN, if it is to be used, or the damage lowered a little.
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I invite you to read the whole "spells to be added" list. There is a section for UW only combat spells. Your's there. I just haven't given it stats much thought yeat, I just copypasted your suggestion.
It's good in the way that you could see affecting both naturally amphibious and those who breath by magic items.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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February 4th, 2009, 05:17 AM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Ahah! I didn't notice that subsection. Is that because you want to give UW spells extra attention (since there are so few), or because you don't want them to count towards the total, so that all land mages get extra spells for each combo?
If the latter, I think I might sit down in a bit and brainstorm some goodies, for the land path combos that are still open - and try to throw in several water spells as well, because trying to develop combat magic as a water nation is kind of lame presently.
<3
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February 4th, 2009, 02:30 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Quote:
Originally Posted by JimMorrison
Ahah! I didn't notice that subsection. Is that because you want to give UW spells extra attention (since there are so few), or because you don't want them to count towards the total, so that all land mages get extra spells for each combo?
If the latter, I think I might sit down in a bit and brainstorm some goodies, for the land path combos that are still open - and try to throw in several water spells as well, because trying to develop combat magic as a water nation is kind of lame presently.
<3
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The latter. I don't want them to count towards the total. The lack of crosspath combat spells and the lack of UW combat spells are separate issues.
It now seems that about 30% crosspath spells I'll be doing will be castable UW. It helps, but better be safe than sorry, since the path combos for them are totally random. How many UW nations have D/F mage for example? Besides it might be kinda lame that someone who would download this mod so his favourite E/W mage would have more stuff to cast. And then he notices that the E/W spell is UW only. Kinda downer?
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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