Originally Posted by
Woudo
What do you think are the most visually spectacular rarely used spells then? At least one of them would need to be AoE.
-- I'll consider this later, it'll be the last thing that gets done anyway.
Well, I really think there isn't much you can do. This is because the most important things are still hard coded, and if you have to give up a spell to make another spell you might as well simply redistribute the powers.
You have a few options.
In the magic.cfg you could change the spell15 to this:
Code:
[spell15]
Name = SPELL_MISSILE
CastAtThing = 1
ShotModel = SHOT_GRENADE
Duration = 0
Now creatures that used to shoot missiles shoot grenades instead. (You can use any shot here, like SHOT_BOULDER or SHOT_FIREBALL).
Downside is nobody shoots missiles anymore.
Alternatively, in the creature.cfg you could change instance19 to this:
Code:
[instance19]
Name = MISSILE
Time = 10
ActionTime = 6
ResetTime = 6
FPTime = 5
FPActionTime = 3
FPResetTime = 2
ForceVisibility = 100
Graphics = ATTACK
Function = creature_cast_spell SPELL_FIREBOMB 0
Now creatures that have the missile spell assigned shoot meteors instead, but do so really quickly and as such do a lot more damage over time.
Again, the downside is there are now no creatures who cast missile. Note it isn't possible to simply change the straight up damage for this new missile attack without also changing the damage of the meteor spell.
Notice you can't combine the two. If you make both changes meteors will be used, not grenades.
Clear?
Originally Posted by
Woudo
Can you think of a way I can forbid an AI from digging? If I turn on the AI, it'll put the imps to work and potentially ruin the flow of the map. If I don't turn him on, his creatures walk around like Heroes looking braindead. I'd like them to be working, sleeping, training or just otherwise acting normal.
Forbidding him from worker units isn't doable.
Yes, you can manipulate the computer players by modifying keepcompp.cfg