[b37] necromancer improved minions addon (UPDATED)
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[b37] necromancer improved minions addon (UPDATED)
http://lifanov.com/files/mods/tome-b37-minions.teaa
This improves most lich and minion-related necromancer skills. Better undead can be summoned with better skills and ai.
This improves most lich and minion-related necromancer skills. Better undead can be summoned with better skills and ai.
Last edited by lifanov on Sun Jan 15, 2012 6:41 pm, edited 1 time in total.
Re: [b37] necromancer improved minions addon
This is fairly undescriptive - do you mind defining what you mean by "better"?
Re: [b37] necromancer improved minions addon
Sure thing!
Necromancers get Aegis. There is no reason not to, since it's a generic school.
Undead act more like they ought to when within the aura, more on that later.
They regenerate appropriate amounts of life, but still degrade outside of it.
They have a bond to the necromancer, so a shorter leash is in order.
I don't think "come here" is too complicated for a zombie to understand.
Generics are more useful now, benefiting the necromancer in Necrosis (one more stage of Lichdom), and both of the minion fields.
There is one more level of progression in "summon minions" and "bone giant", taking a little bit of random frustration out of being a necromancer.
Smart undead are smart (lowliest are the mages), and have the according changes to their ai.
But, most importantly, advanced necrotic minions are on par with the enemies you might encounter. You'll see the descriptions right away: everything from Vampire Lord to Dreadmaster can now spawn, and you will notice the difference with every point you sink there.
Necromancers get Aegis. There is no reason not to, since it's a generic school.
Undead act more like they ought to when within the aura, more on that later.
They regenerate appropriate amounts of life, but still degrade outside of it.
They have a bond to the necromancer, so a shorter leash is in order.
I don't think "come here" is too complicated for a zombie to understand.
Generics are more useful now, benefiting the necromancer in Necrosis (one more stage of Lichdom), and both of the minion fields.
There is one more level of progression in "summon minions" and "bone giant", taking a little bit of random frustration out of being a necromancer.
Smart undead are smart (lowliest are the mages), and have the according changes to their ai.
But, most importantly, advanced necrotic minions are on par with the enemies you might encounter. You'll see the descriptions right away: everything from Vampire Lord to Dreadmaster can now spawn, and you will notice the difference with every point you sink there.
Re: [b37] necromancer improved minions addon
I forgot to mention that this includes the (faithfully-unaltered) bugfix addon.
If you are running it, you can just run this instead if you have problems.
In my version it was difficult to load both addons unless they are merged.
If you are running it, you can just run this instead if you have problems.
In my version it was difficult to load both addons unless they are merged.
Re: [b37] necromancer improved minions addon
DarkGod2 http://forums.te4.org/viewtopic.php?f=40&t=31080 can somebody post here and ask for a version of the addon without the patch included, and tell him to give me his te4.org profile name so I can allow him to upload directly
Re: [b37] necromancer improved minions addon
Thanks for the work lifanov. Can you give us your te4 profile name (the username you use to log in to the game or the te4.org website, the forums are separate)? If you do that we can give you the ability to upload addons directly.
There is indeed some issue with combining addons right now, but this is something that we are trying to fix so if you can remove the bugfix addon from your code, or at least provide two different versions, that would be great. Finally, if you want to chat with other people working on the game, you should check out the IRC channel. Cheers!
There is indeed some issue with combining addons right now, but this is something that we are trying to fix so if you can remove the bugfix addon from your code, or at least provide two different versions, that would be great. Finally, if you want to chat with other people working on the game, you should check out the IRC channel. Cheers!
<DarkGod> lets say it's intended
Re: [b37] necromancer improved minions addon
I can certainly provide two versions.
It's 'lifanov'.
It's 'lifanov'.
Re: [b37] necromancer improved minions addon
UPDATE:
1. I removed the bugfix changes.
2. I fixed cursed sentry by removing *.cursed checks from the code. If you got this far down in the skill tree, you are probably cursing your weapons already. I didn't appreciate my points not paying off.
You can download the updated version at the same location (same link).
1. I removed the bugfix changes.
2. I fixed cursed sentry by removing *.cursed checks from the code. If you got this far down in the skill tree, you are probably cursing your weapons already. I didn't appreciate my points not paying off.
You can download the updated version at the same location (same link).
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Re: [b37] necromancer improved minions addon (UPDATED)
For some reason when I click on the link, I get a white screen that says "Forbidden You don't have permission to access /files/mods/tome-b37-minions.teaa on this server."
What am I doing wrong?
edit- I tried just going to http://lifanov.com, and I got to the website (has some kind of speech about "piracy" and "not using content that pays the industry", kinda over my simple American mind). I could access /files/ which had some other files that I could freely access and download, but it still says I'm forbidden to download the mod. I'm not sure if this helps anyone that is willing to figure out what I did wrong, but it's a shot.
What am I doing wrong?
edit- I tried just going to http://lifanov.com, and I got to the website (has some kind of speech about "piracy" and "not using content that pays the industry", kinda over my simple American mind). I could access /files/ which had some other files that I could freely access and download, but it still says I'm forbidden to download the mod. I'm not sure if this helps anyone that is willing to figure out what I did wrong, but it's a shot.
Re: [b37] necromancer improved minions addon (UPDATED)
This is now fixed.
I'm sorry for the problem.
I'm sorry for the problem.
Re: [b37] necromancer improved minions addon (UPDATED)
Greetings All, greetings Sundry.
1) How do we install this no-doubt marvellous addon? (noob)
2) Does it include the necromancer addon proper? (NOOB)
3) Does this b37 addon roll with b38? (*NOOB*)
4) Will the Necromancer class be blended in a future version (votes: 1 N008)
Thanyou for your time.
1) How do we install this no-doubt marvellous addon? (noob)
2) Does it include the necromancer addon proper? (NOOB)
3) Does this b37 addon roll with b38? (*NOOB*)
4) Will the Necromancer class be blended in a future version (votes: 1 N008)
Thanyou for your time.
Re: [b37] necromancer improved minions addon (UPDATED)
I'm not at a computer, so I'll answer the best I can.
You put the file without extracting it into your addons directory, location of which depends on your operating system.
I didn't follow the game after b37, so I might update it to b38.
Meanwhile, it's probably not compatible, although it doesn't change anything that might make the engine crash.
This probably answers none of your questions right now, but I'll take care of this when I have time.
You put the file without extracting it into your addons directory, location of which depends on your operating system.
I didn't follow the game after b37, so I might update it to b38.
Meanwhile, it's probably not compatible, although it doesn't change anything that might make the engine crash.
This probably answers none of your questions right now, but I'll take care of this when I have time.
Re: [b37] necromancer improved minions addon (UPDATED)
Hey there, first post.
I'm wondering (and hope that someone here can help me) if it's possible to replace the Skeleton Mages' bolt spell with one that doesn't hit you or your party. What if an addon could mod them with Invoke Darkness at talent 5, would that work to make the bolt only hit hostile stuff?
I've no coding experience and a cursory look at the wiki didn't help me much, ditto for a google search. If I could get pointed in the right direction, I'd appreciate it.
I'm wondering (and hope that someone here can help me) if it's possible to replace the Skeleton Mages' bolt spell with one that doesn't hit you or your party. What if an addon could mod them with Invoke Darkness at talent 5, would that work to make the bolt only hit hostile stuff?
I've no coding experience and a cursory look at the wiki didn't help me much, ditto for a google search. If I could get pointed in the right direction, I'd appreciate it.
Re: [b37] necromancer improved minions addon (UPDATED)
If you look in my addon, I gave "smart" undead (mages, etc.) "smart" ai.
They won't try to hurt your party.
You can read that bit and make adjustment to your game.
They won't try to hurt your party.
You can read that bit and make adjustment to your game.
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Re: [b37] necromancer improved minions addon (UPDATED)
Ought to give them some Ally Compassion; though they're better than the normal game they're still rather inconsiderate.