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  #1  
Old February 5th, 2009, 04:37 PM

Redeyes Redeyes is offline
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Default Re: Remove Artifacts?

Here's a mod doing moving all artifacts to const12.
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File Type: zip Artifact Restriction Mod.zip (1.0 KB, 125 views)
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  #2  
Old February 5th, 2009, 08:43 PM
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Default Re: Remove Artifacts?

Actually, that's awesome. I don't mind if they're Wished, as that is a massive investment, and makes them unattractive for most purposes.

Thank you, I think I will use this for the base of my mod. I'm going to couple it with Banned Spells, and then I am going to start working out a mod to introduce thug and SC chassis for the paths other than Death and Blood.

Thanks for your help!
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  #3  
Old February 6th, 2009, 08:23 AM

Redeyes Redeyes is offline
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Default Re: Remove Artifacts?

Quote:
Originally Posted by JimMorrison View Post
Thanks for your help!
No problem, was in a bit of a hurry when I wrote the earlier but I just scavenged the code from an earlier mod by KO removing all level 6 spells and up.

Quote:
Originally Posted by Aezeal
I don't see why everything at cont 8 would automatically be an artifact. Guess someone should try to find out though.
I can confirm that moving constr8 items to level 2 makes them freely craft able, so at least it works the other way around.
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  #4  
Old February 6th, 2009, 01:07 PM
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Default Re: Remove Artifacts?

Quote:
Originally Posted by Redeyes View Post
Quote:
Originally Posted by JimMorrison View Post
Thanks for your help!
No problem, was in a bit of a hurry when I wrote the earlier but I just scavenged the code from an earlier mod by KO removing all level 6 spells and up.

Quote:
Originally Posted by Aezeal
I don't see why everything at cont 8 would automatically be an artifact. Guess someone should try to find out though.
I can confirm that moving constr8 items to level 2 makes them freely craft able, so at least it works the other way around.

Woah woah woah WOAH!

Wait a second, back the truck up here.

Are we implying that "Construction Level 8" has a hardcoded Artifact item restriction? So if, for example, all the Artifacts were moved to Cons9, would they then also be freely craftable??

I could see the value in doing so, while just removing a few of the most insane pieces, like Kurgi's Gift, The Aegis, The Ark, etc, while still allowing global access to the rest of the selection. Then there is still the late game excitement and brutality of Artifact warfare, but no one can corner the market.
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  #5  
Old February 6th, 2009, 09:33 PM

Redeyes Redeyes is offline
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Default Re: Remove Artifacts?

Yes, constr 8 has the artifact restriction hardcoded.
No, you can't move items to an odd number construction level, they simply behave as if they were an item available at one level lower than the one you allotted.
I.e. moving artifacts to level 9 wouldn't be any change
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  #6  
Old February 7th, 2009, 03:30 AM
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Burnsaber Burnsaber is offline
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Default Re: Remove Artifacts?

I think that the best "compromize" would be to take away the truly powerful artifacts and leave some of the weaker ones, so that reaching con8 would have some reward. I mean, it's not like I instantly lose if my opponent got Krupp's Bracers before me.

Looking at the artifacts, I think that these coulde remain:

One-Handed Weapons:
O'al Kan's Spectre, The Summit, Twin Spears, Rod of Death, Picus % Proca's Axe of Rulership.

Two-handed weapons:
Flailing Hands, Sword of Justice, The Oath Rod of Kurgi

Shields:
Barrier

Armors:
Aseftik's Armor, Robe of Calius the Druid, Fenrir's Pelt

Helmets:
Crown of the Ivy King,

Items:
The Flying Ship, Tomes of Power, Krupp's Bracers, Percival, Holger the Head, Alchemist's Stone, Bell of Cleansing, Ardmon's Soul Trap, Igor Könhelm's Tome
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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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  #7  
Old February 8th, 2009, 01:59 PM
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Default Re: Remove Artifacts?

I've been thinking about your post, and since this is intended to be for a package mod for large games, I'm tentatively going to break all Artifacts into 3 groups -

Minor Artifacts - Moved to Cons6 to allow multiple construction, perhaps with increased gem costs

Major Artifacts - Stay at Cons8, perhaps with increased gem costs

Insane Artifacts - the ones that truly can change the face of the game, singular artifacts that can ruin armies (a la The Ark), these will be removed entirely


So for example, Krupp's will likely have an increased cost to construct, but will be at Cons6. Asfetik's Armor will retain its high cost, and move to Cons6. Monolith Armor, The Barrier, The Flying Ship, The Magic Lamp, are good examples of Artifacts that will remain at Cons8. Aegis, The Ark, The Chalice, are some that would be removed to even the playing field.

I'll try to work out the full list later when I get the chance. The mod that Redeyes posted should make an excellent template to work from, thanks again, Red. <3
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