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 Post subject: Re: Mods discussions
 Post Posted: Thu Jul 12, 2012 4:35 pm 
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hello,

I tried to create those spells, but it seems all spells have fixed requirements somewhere else
even if I change them in effect's data, spells still have same requirements in game
that's why Cloak of Nor have BM 20 only

any suggestions? maybe change from EM almightiness and essence spells?

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 Post subject: Re: Mods discussions
 Post Posted: Fri Jul 13, 2012 7:24 am 
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I think it worked out beautifully last time,
that is the most powerful spell demanded all 3 schools,
but the 2nd spell (Nor) only required BM 20.

Ice is already a good and popular school, so perhaps make evil rohens ice spell require all,
while earth/fire can do with only 1 school for some extra 'oomph'

Could you implement destroy buildings instead of stone rain ?
also wonder what to search for if i want to find and edit rock bullet 20 dmg ?

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 Post subject: Re: Mods discussions
 Post Posted: Fri Jul 13, 2012 4:45 pm 
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ok, I got it :)

for your question: first you need to find rock bullet effect (I found one 3505), then look for casting type, it should be 0101, and next to it should be dmg value

so you need check what spell value is next to 3505 and then search like this: that spell value + requirements (050301; 050302; 050303; etc.)

05 is EM; 03 is earth; and 01, 02, 03, etc. are levels

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 Post subject: Re: Mods discussions
 Post Posted: Sun Jul 15, 2012 7:30 pm 
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Thank you for adding more range to 2-handers :). I like all the ideas, I only think having wave of ice on all spears is rather weird. I do thing it is nice to add it to the strongest spear. I think effects like poison would make more sense (& flavor) and if it isn't too much hassle increasing the damage of poison spell/effects (except for poison damage caused by enemies ofcourse). If poison is too weak, effects that buff your avatar would also be interesting. Or maybe give the lvl 17 spear wave of fire or rain of fire since that suits its name Dragonlance (or was that the lvl 12 spear?).

I dont know if this is possible, but maybe change the effects of some staves to area healing / sentinel healing so they would be more useable by healers in your party.

Lowering the armor of some enemies in SotP (not mummies) would work, but tricky is that if you do that your melee units (armsman, veteran etc.) would also be stronger. Maybe the best way is to add more growth to the damage of weapons and elemental spells (the damage of weapons can be done through the item editor but it is boring to do, damage of spells I dont know). E.g. a hc 13 weapons has its damage increased by 15%, a hc 14 by 20%, a hc 17 by 35% and hc 20 by 50%.


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 Post subject: Re: Mods discussions
 Post Posted: Sun Jul 15, 2012 10:16 pm 
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Hello reknak,
i have a test-mod here where Hirinstaff has icewave if you want to try out,
IMO it isn't overpowered, and for sure won't be with a plain fighter
viewtopic.php?f=14&t=142&start=10
I also think Hirin will be a natural lv 15 spear, so only a lv 12 & a lv 17 spear need to be created,
that has superb effects

And i started a new network
ID Ammie2ndwife
pass okidoki

I have been looking at the fighter shields, (testing) and it makes no sense at all that they havnt got any more armor than mage shields, since a fighter by definition have to go into hand-to-hand combat, while mages don't
so IMO it should be
shield 20 =AC 200
19 = 190
18 = 180
17 = 170
etc

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 Post subject: Re: Mods discussions
 Post Posted: Mon Jul 23, 2012 6:41 am 
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hello , i m new here , its a pleasure ^^

its very cool to see some people make mod for this game ,i love this game ^^ thanks alots !

its not very a mod ,but i have try and see its functionned ,i have change some skin of the war force (player ones , like elves ,troll ,human units etc ...) for exemple ,i can change my hallebarde warrior to utran knight or some wolf warrior (i dont know the real name in english version of the game) just by change the dds files , too bad i have reinstall my game (after change motherboad) and lose it , i dont know if its a good place for this but i can tell you how create this ^^ its not very hard .

i likely know what i need (tool or other) for change the gamedata files for try some modding too ^^

and thanks again for good mod , with you work i never stop play this game ^^
ps: sorry if its not the good place for this message


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 Post subject: Re: Mods discussions
 Post Posted: Mon Jul 23, 2012 7:39 am 
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Upload in testing mods and we can try out, (along with some description preferably)
it's good to have more people modding and improving on near perfection that is SF1 :)

Here is the hex editor we use for editing gamedata.cff file
http://mh-nexus.de/en/hxd/

But we also use Csimbi's Item Editor
http://forum.spellforce.com/showthread.php?t=47575
in particular this post
http://forum.spellforce.com/showpost.ph ... stcount=50

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 Post subject: Re: Mods discussions
 Post Posted: Mon Jul 23, 2012 5:59 pm 
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yeah, you are welcome

as for your work, that's indeed the solution to change skins, though I'm trying to create different race of army, example blades (I mean summoned by monument)

I managed to changed human armsman into sha templar, but it just was frozen in monument summoning bar, so I guess I need to change something else too :)

also on my modding shedule is these things:

1. to create and test 2 new spells; Elen's Breath and Elen's Might, it will be more powerful versions of Elen's Kiss spell already created
2. to create 3 remaining Gods; Shanna, Zerbo, Tiara

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 Post subject: Re: Mods discussions
 Post Posted: Mon Jul 23, 2012 6:16 pm 
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Did you ever find out if the destroy building spell could be implemented instead of stonerain ?
and if not, what part of hex string is the dmg value in stonerain ?

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 Post subject: Re: Mods discussions
 Post Posted: Mon Jul 23, 2012 6:34 pm 
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yes, it is possible to implement it

I'm just wondering, if all rain of stone to change or only one lvl for this spell (maybe lvl20?)

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