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changin spells in spellbook
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Topic: changin spells in spellbook (Read 22008 times)
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Michal
Troll
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Posts: 2
changin spells in spellbook
«
on:
May 30, 2010, 11:20:44 PM »
Hallo. I have started with playing this famous game and I have an serious problem. I dont know how to change spells in spellbook of my bright wizard. In any mission i can cast only dispel magic, fireball and teleport and thats all. In managing part of Dark Omen i can only looking to spellbook at new spells but I cant changing them. Thats sucks. Please help me, I need to cast more powerfull spells than teleport.
btw : I have original version, and I am playing this game on PC with Windows XP. Thanks.
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CidHalsey
Campaign Creator
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Posts: 72
Re: changin spells in spellbook
«
Reply #1 on:
May 30, 2010, 11:24:27 PM »
Simple answer - You can't.
Spells are randomly allocated to each wizard at the start of the battle. What you get, is what you get. A higher level and a certain magic item will allow you to cast more spells, thus increasing your chances of getting a particular one, but that's all.
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lordbraprus
Crossbowman
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Posts: 714
wiiiii
Re: changin spells in spellbook
«
Reply #2 on:
May 30, 2010, 11:31:06 PM »
yeah like he said, i mean you tried to make your mage pass to next lvl ? XD it will add a new magic
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ito maquiesves
Michal
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Posts: 2
Re: changin spells in spellbook
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Reply #3 on:
May 30, 2010, 11:45:59 PM »
Really? I have spend all day by looking on internet, reading manual and finding an answer. And spells are randomly generated.... Funny
Thanks you boys. I can go to bed and i will be sleep quietly.
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lordbraprus
Crossbowman
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Posts: 714
wiiiii
Re: changin spells in spellbook
«
Reply #4 on:
June 01, 2010, 11:26:54 AM »
if "sarcasm" would be a warhammer atribute, iam sure michal would have 10 :S
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ito maquiesves
cuthalion
Campaign Creator
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Posts: 385
Re: changin spells in spellbook
«
Reply #5 on:
April 02, 2012, 05:38:29 PM »
Well,
actually Editing CTL allows to provide your mage with spells at your choice in a particular mission.
The problem is the random set of the spells isn't removed from the book. So I failed to 'disable' a spell I didn't want my mage to have on a certain mission.
And besides, I didn't test what happens if a mage casts a 'duplicated' spell (given at random + is set in ctl), it may be nothing but may cause crash.
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Darkmancer
Developer
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Posts: 406
Re: changin spells in spellbook
«
Reply #6 on:
April 03, 2012, 11:22:03 PM »
There actually may be a way round this.
In multiplayer at least it is possible to assign spells to a unit without giving it a magic book. They key is that another unit on your
or the enemies
side must have the correct magic book(s). For my mod BP, i used auto deploying unit with zero health. As soon as the game started those units would die but the unit the player chose remained with the assigned spells working.
I can think of several ways this could be implemented in a single player campaign to make units have set spells on set levels, however the usual trial and error will be needed to confirm it works.
* Give the book to an enemy unit.
* Give the book to a neutral Unit
* Give the book to an uncontrollable friendly unit
* Give the book to an autodeploying unit with 0 health
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Cry woe, destruction, ruin, and decay:
The worst is death, and death will have his day.
[23:04:33] <*Ghabry> The internal design of Darkmancer is just strange
cuthalion
Campaign Creator
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Posts: 385
Re: changin spells in spellbook
«
Reply #7 on:
April 04, 2012, 03:26:18 PM »
Quote from: Darkmancer on April 03, 2012, 11:22:03 PM
* Give the book to an uncontrollable friendly unit
Can friendly units be uncontrollable? I actually placed 'neutral' units instead of friendly ones because I didn't want them to be half-controllable like it's in RoTD I tested a bit. But neutral units suffer from Banner of Wrath, unfortunately.
Probably I should have set a certain flag in CTL script and make them uncontrollable? I am not sure if it is possible.
Anyway, I will play with your suggestions, though I suspect that ctl will allow using spells even w/o any books on the battle field. Until now I had a feeling it was so, but the only battle I tested my Night Goblins with Conflagration of Doom was when enemy had Bright Wizard in their army. I will see...
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Darkmancer
Developer
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Posts: 406
Re: changin spells in spellbook
«
Reply #8 on:
April 04, 2012, 07:50:58 PM »
Again this might apply only to multiplayer.
The game seems to use the ice/dark/etc magic book as a cue to load the relevant spell icons, effects,and 3d models.
The exception to this is certain fire spells, specifically any (fire) magic spell that does not require a 3d model. These spells do not need a magic book, presumably because the effects are already loaded up for use with fire based magic items.
(burning head and conflag require 3d models)
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Cry woe, destruction, ruin, and decay:
The worst is death, and death will have his day.
[23:04:33] <*Ghabry> The internal design of Darkmancer is just strange
olly
Global Spokesperson
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Posts: 2300
Re: changin spells in spellbook
«
Reply #9 on:
April 05, 2012, 12:29:54 AM »
Yeah the mixed magic in Black prophecy was so cool!
I really liked the Spider's new Web Spell!
We should all play it again soon...
«
Last Edit: April 05, 2012, 12:39:25 AM by olly
»
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
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