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Author Topic: Rediculously overpowered sorcery mod  (Read 2968 times)

woose1

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Re: Rediculously overpowered sorcery mod
« Reply #15 on: December 27, 2008, 12:43:19 pm »

I think the slash spells are the most fun :P
DAmn right!
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Vincent

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Re: Rediculously overpowered sorcery mod
« Reply #16 on: December 28, 2008, 02:30:30 pm »

I tried making my own mage race, but for some reason every tome (spell medium) comes without ammo, and I have to sling weak close-range spells, sucessfully getting all my mage characters slaughtered.

How do I prevent this?
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Simmura McCrea

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Re: Rediculously overpowered sorcery mod
« Reply #17 on: December 28, 2008, 05:01:50 pm »

Well that was fun. A few kobalds decided to steal some stuff, when my woodcutter noticed them. There are now bits of kobalds scattered around the entrance to my fort. I hadn't realised that woodcutter used sever staves.

EDIT: I just had my first immigrant wave and I noticed something weird: none of them have names. A bug that needs addressing, I think.
« Last Edit: December 28, 2008, 05:11:01 pm by Simmura McCrea »
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Poltifar

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Re: Rediculously overpowered sorcery mod
« Reply #18 on: December 29, 2008, 07:29:51 am »

Ok, I tried the mod, but I'm encountering a problem similar to Vincent's own mage-race problems. I start as an adventurer, but never have any ammo for my staff. None of the guards or anyone in any city have some, and none are found in shops. Does anyone know what i did wrong for it fo turn out like this?
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Shoruke

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Re: Rediculously overpowered sorcery mod
« Reply #19 on: December 29, 2008, 12:33:52 pm »

Is your entity able to make them? They have the right materials preference? Are the ammo needed in weapon.txt and the ammo's type in ammo.txt the same thing (spelling counts)? As a last resort, try genning a new world and see if they have ammo...

For a while, my sorcerers didn't have ANY weapons or ammo at all because of available materials somehow =P

Also, the one bug I can't fix with my own mod is that my sorcerers don't use quivers, so they only carry five spells at a time in fortress mode. (In adventure mode I have to store them in my backpack)
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Vincent

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Re: Rediculously overpowered sorcery mod
« Reply #20 on: December 29, 2008, 02:39:59 pm »

The only way I got the Adventurers to come with Ammo is to make every single tome use the [CROSSBOW] skill. Of course, this means I get no reign over wether I use a Ice tome or a Pain tome, so...
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Hectonkhyres

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Re: Rediculously overpowered sorcery mod
« Reply #21 on: December 29, 2008, 06:14:48 pm »

This... perfectly explains TIM from Monty Python's Search for the Holy Grail. Perfectly.
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Shoruke

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Re: Rediculously overpowered sorcery mod
« Reply #22 on: December 30, 2008, 07:38:52 pm »

holy cow. You mean the sever spells have limb removal AND knockback capabilities? That's awesome. I guess I called them ridiculously overpowered for a reason.
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i2amroy

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Re: Rediculously overpowered sorcery mod
« Reply #23 on: December 31, 2008, 03:43:25 am »

This reminds me of a race that I made that had enchanters instead of crossbowmen who used charm bags that could either fire physical or elemental charms at enemies.
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Plank of Wood

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Re: Rediculously overpowered sorcery mod
« Reply #24 on: December 31, 2008, 07:39:09 am »

There should be a 40k type thing that there's a tiny, minute chance that if you fire the spells then you could have openeda gateway to hell and therefore spawns a HFS amount of demons.
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Shoruke

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Re: Rediculously overpowered sorcery mod
« Reply #25 on: December 31, 2008, 02:43:51 pm »

Ya know, I wonder if there's a cap on how much damage you can do. Now if we made the spells do, like, 1,000,000,000,000,000 damage, the slash spells would be able to break down artifact adamantine walls... but the game would probably lag every time you shot something while it calculates damage. You would be able to light the planet's very atmosphere on fire with the fire and nature spells, and the force spells would knock stuff into orbit around a planet in a different solar system.

...Are you able to use bludgeon attacks to hit something UPWARD? Because that would be pretty cool. Toady should put that in an update sometime.
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Org

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Re: Rediculously overpowered sorcery mod
« Reply #26 on: March 17, 2009, 04:33:27 pm »

Huge amounts of damage make it explode in gore. And fly away.
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