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February 5th, 2009, 04:37 PM
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Second Lieutenant
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Join Date: Dec 2008
Posts: 539
Thanks: 15
Thanked 43 Times in 34 Posts
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Re: Remove Artifacts?
Here's a mod doing moving all artifacts to const12.
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February 5th, 2009, 08:43 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: 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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February 6th, 2009, 08:23 AM
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Second Lieutenant
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Join Date: Dec 2008
Posts: 539
Thanks: 15
Thanked 43 Times in 34 Posts
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Re: Remove Artifacts?
Quote:
Originally Posted by JimMorrison
Thanks for your help!
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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.
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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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February 6th, 2009, 01:07 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: Remove Artifacts?
Quote:
Originally Posted by Redeyes
Quote:
Originally Posted by JimMorrison
Thanks for your help!
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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.
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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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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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February 6th, 2009, 09:33 PM
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Second Lieutenant
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Join Date: Dec 2008
Posts: 539
Thanks: 15
Thanked 43 Times in 34 Posts
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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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February 7th, 2009, 03:30 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: 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
__________________
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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The Following User Says Thank You to Burnsaber For This Useful Post:
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February 8th, 2009, 01:59 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: 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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