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Poll
Global announcements should be:
Everlasting, 1 for each project.
Customizing Specific Mage Guilds and On-map Shrines Redbar110%Customizing Specific Mage Guilds and On-map Shrines Redbar12
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Temporary, when there is something new to announce.
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Holalala... No idea where the Ultimate artifact is.
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Total Votes : 6
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 Customizing Specific Mage Guilds and On-map Shrines

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3 posters
AuthorMessage
Steven Aus
Elf
Elf
Steven Aus


Messages : 108
Quality Points : 38
Registration Date : 2015-07-21
Age : 43

Customizing Specific Mage Guilds and On-map Shrines Empty
PostSubject: Customizing Specific Mage Guilds and On-map Shrines   Customizing Specific Mage Guilds and On-map Shrines Icon_minitime2015-08-08, 01:58

A specific settlement's Mage Guild Levels (or a specific on-map Shrines L1/L2/L3 spell) could have must-have spells (which can be from any alignment of spells at that level), might-have spells (from those allowed for that alignment, for shrines this includes all spells at that level except for ones banned Globally, unless override is checked) and never have spells (which can never appear even if it would normally be allowed).
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Orzie
Master Modder
Master Modder
Orzie


Messages : 2163
Quality Points : 843
Registration Date : 2014-12-12
Age : 32
Location : Turkey

Customizing Specific Mage Guilds and On-map Shrines Empty
PostSubject: Re: Customizing Specific Mage Guilds and On-map Shrines   Customizing Specific Mage Guilds and On-map Shrines Icon_minitime2015-08-08, 02:13

I totally support this, a pre-defined list of spells would come in handy as well as an ability to make it random. The more things we can define in our maps, the better, including editing the Magic Shrines and all that.
Banning spells can be already made with scripting IIRC.
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Darmani
Master Modder
Master Modder
Darmani


Messages : 288
Quality Points : 47
Registration Date : 2014-12-27

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PostSubject: Re: Customizing Specific Mage Guilds and On-map Shrines   Customizing Specific Mage Guilds and On-map Shrines Icon_minitime2015-08-09, 08:35

I don't understand the request. Something along these lines is actually already in the game. For example, Necromancer castles are guaranteed to have at least one of Death Ripple and Death Wave.
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Steven Aus
Elf
Elf
Steven Aus


Messages : 108
Quality Points : 38
Registration Date : 2015-07-21
Age : 43

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PostSubject: Re: Customizing Specific Mage Guilds and On-map Shrines   Customizing Specific Mage Guilds and On-map Shrines Icon_minitime2015-08-09, 14:32

To either have non-standard spells forced to appear or to prevent normal spells from appearing. And for shrines, to customize a certain one so that it has a random list to choose from and prevent certain spells of that level from appearing.
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Orzie
Master Modder
Master Modder
Orzie


Messages : 2163
Quality Points : 843
Registration Date : 2014-12-12
Age : 32
Location : Turkey

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PostSubject: Re: Customizing Specific Mage Guilds and On-map Shrines   Customizing Specific Mage Guilds and On-map Shrines Icon_minitime2015-08-09, 19:33

I think it's already possible with scripting. There was an introductory video on Ironfist YouTube channel showing the unusual Mage Guild for a Wizard's town.
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Darmani
Master Modder
Master Modder
Darmani


Messages : 288
Quality Points : 47
Registration Date : 2014-12-27

Customizing Specific Mage Guilds and On-map Shrines Empty
PostSubject: Re: Customizing Specific Mage Guilds and On-map Shrines   Customizing Specific Mage Guilds and On-map Shrines Icon_minitime2015-08-10, 03:15

It probably is possible with scripting, but you'd basically have to entirely reset a town's spells to do so.
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