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Everything posted by Kittygazer

  1. Interesting... let me see what I can do with this... Thanks for the ideas!
  2. In Geneforge 5, you won't really use essence armour or any other essence spell except blade much anyway.
  3. I suggest doing the first few playthroughs without cheats, mods or anything else till you have a good understanding of the game.
  4. You cant create crossbrids or new creations. It would just be turning every servile into an ornk with the same graphic as any other ornk.
  5. If you have any future requests, you can post them on my modding thread and I'll try to handle them.
  6. What always annoys me about battle roar is it's supposed to heal and it never does. It's supposed to cure but it only cures acid and poison. It's supposed to be a strong buff but it doesn't even include speed. It just lacks in so many ways.
  7. The best creations to change generally are: -Ornks. These are probably the best because they are only aggressive in one area in the game and never really do very much. You'll want to alter cr_walk_speed if you do this because otherwise ornks will move much slower than the rest of your creations. The downside is it's pretty hard to get ornks. If people want, I can show you how to put another ornk canister or a book into the game, replacing an existing book. -Pyroroamers (only in one area if I remember correctly) -Ur-glaakhs (a few around the game but not a strong presence) -Plated bugs (can't remember any in the game at all, most are redshell clawbugs - a warning that if redshell clawbugs are based on plated bugs and use the same import, they will also change. Remember to keep a backup in case something like this does happen) Note: The reason all of these are secondary creations are because primary creations are often used for imports. For example if you change a gazer, eyebeasts use the same import as gazers and so will also change. The worst creations to change: -Drakons and drayks. Many different important characters in the game are drakons and drayks so it can really mess with the game if you change these. Ur-drakons aren't too bad but you risk making Ghaldring and other very powerful creations even stronger. -Any with many different types and enhancements (fyoras, clawbugs, kyshakks, rotghroths, gazers). -Serviles. Jesus christ don't change these, you're just asking for trouble especially if you make them all ornks or something.
  8. You can't make creations themselves heal but you can assign a creation to cast a spell that heals. Like mass restore. If you do this, creations can only use mass restore (and a melee attack). Bearing in mind that mass restore is very expensive, you'll also need to reduce the cost of it or use a heal spell and make the effect base and effect per level high. To do it: 1) Find (ctrl+f) the creation you want to be a healer in g5itemschars. 2) Insert the line cr_abil_num 1 = 130; (that's mass restore, heal group is 202) and cr_abil_level 1 = x; (replace x with however powerful you want the spell to be. The defaults for this are about 10). 3) Go into g5objsmisc and find the spell you've put in. Lower the cost of mass restore if you like by reducing ab_energy_cost and ab_essence_cost. This also means the spell would be cheaper for you to use and for that reason, I would probably instead make another spell have the abilities of mass restore (by adding ab_abil_type = 22; and ab_effect_type = 23; to another spell) and then use that spell exclusively for the creation I was implementing so that the mass restore spell's cost wasn't reduced as well. 4) You may also want to increase the range of the spell when used by a creation by increasing ab_range because 5 is quite small.
  9. Most of modding is just about experimentation. I never had a guide to doing this and after a while, you shouldn't need one. I started messing with g5itemschars and g5objsmisc, saw the effect they had on the game and that's how I found out how to do these things. I don't intend to teach people how to mod, just open them up to experimenting with modding and if people can start posting their own mods here, that would be great. I haven't been able to make an attack use two status effects (like fear and acid) in the way that Sammann's decaying beam can. I'm not sure if Sammann is hardcoded to do this. Has anyone else had more luck?
  10. Here's a harder and more interesting concept. This will show you how to change spells. I am using Kill as an example (I would not suggest augmenting Kill very much because it is already very powerful in comparison to the older games). 1) Go to g5objsmisc in your scripts folder. 2) Find Kill with ctrl+f. 3) Now you can add a whole range of abilities to Kill with just a few extra lines. Some examples: -To make Kill have an acid effect, add these lines: ab_status_effect = 6; (thats the acid) ab_status_effect_base = 5; (thats the base power of the acid) ab_status_effect_per_level = 2; (that's how much more powerful the acid gets per battle magic/spellcraft level). For magical damage like essence lances, just replace 6 with 20. For weaken, its 8. Simply ctrl+f other spells to find their status effects and use them in this format to augment Kill. For example ctrl+f terror and look at it's status effect. -To make Kill affect multiple targets (like essence orbs), add ab_num_of_missiles = 3; (that means 3 missiles rather than 1). To make Kill affect every target within range like acid shower (this is seriously overpowered, don't do this) add ab_abil_type = 23; -To increase or decrease Kill's range (it is default 10), add a line with ab_range = 15; (to increase it by 5 squares). -To make Kill never miss (but can still be parried), add a line with ab_accuracy_adjust = 100; -To make Kill always stun most opponents, add a line with ab_stunning_chance = 100; -To increase or reduce Kill's essence/energy costs, alter the lines ab_energy_cost = 100; and ab_essence_cost = 4; to whatever you want. -To change the appearance of Kill, find a missile you want to change Kill to match and then replace ab_missile_type_fired = 1112; with the equivalent line on the other missile.
  11. You can easily learn to do it yourself from the above post. Just use the specifications shown and REMEMBER THE SEMICOLONS AS I KEEP SAYING! Oh and here's a fix for Ganduv's Unbound Reaver which crashed the game before. I gave it my own kittygazer touch, changing the name, graphics and making it a stunblade. it_name = "Unholy Warfare"; it_graphic_coloradj = 272; it_level = 300; it_value = 5000; it_ability = 91; it_stats_to_affect 0 = 4;//melee +20 it_stats_addition 0 = 20; it_stats_to_affect 1 = 0;//strength +20 it_stats_addition 1 = 20; it_stats_to_affect 2 = 12;//spellcraft +20 it_stats_addition 2 = 20; it_pet_stats_to_affect 0 = 0; it_pet_stats_addition 0 = 50; This blade is seriously overpowered. Don't use it unless you want to make the game very easy.
  12. I said I'd do a mod that allows you to create podlings so here it is. I have chosen assault podlings because I feel they are the most useful of the three. First find a creation that you wouldn't mind replacing with podlings. Remember that when you replace a creation with another, every creation of that type in the game also changes. So if you change fyoras to podlings, every fyora will become a podling. For that reason, I would suggest replacing a creation that's not unstable and doesn't have a strong presence in the game. Lets say pyroroamers because you don't get very many in G5. Don't pick a creation like a fyora that has several widely used subclasses such as the cryoa, presence-fyora etc. 1) Go to g5itemschars in your Scripts folder. 2) Find (ctrl+f) the creation you want to replace. 3) Replace the lines that correspond with the following podling specifications: cr_name = 'Podling'; cr_graphic_template = 98; (this is the basic podling look) cr_base_level = 10; (this is how powerful your podling is when freshly made) cr_graphic_coloradj = 2; (this makes the podling look like an assault podling. Remove this line if you just want a basic blue podling) cr_abil_num 0 = 86; (this is the bite attack) cr_abil_level 0 = 2; (this refers to the power of the bite attack) cr_abil_num 1 = 37; (this is slowing rain, its 35 for cursing rain and 36 for weakening rain) cr_abil_level 1 = 1; (this is the power of the rain attack) cr_sound_when_slain = 244; Another fun creation mod is modding the pyroroamer. I realised that the pyroroamer was pretty weak and useless as is so I augmented it to have an exploding kyshakk's blast on death. This means that you can surround somebody you want to kill with these and absorb one, killing the person without turning the area against you. 1) Go to g5itemschars again. 2) Find (ctrl+f) Pyroroamer. 3) Replace the corresponding line with this: cr_effect_when_slain = 64; You now have deadly pyroroamers. Go kill Rawal with them! (Actually don't because he's a Shaper Council member and I'm pretty sure they activate special event sequences on death that can't be avoided) Go kill random guards with them for no reason!
  13. Oh really? I've never noticed that in my playthroughs. I'll give it a try. Also, you can make a mod that allows you to shape podlings and give them wand abilities. This means that the shaped podlings will be almost identical to the ones in game. I'll post one on my modding thread when I have time if people want to be able to shape podlings. Personally, I hated podlings. Always found them incredibly annoying and weak but hard to kill. Nothing fun about fighting them.
  14. Hmn I tried to modify cr_walk_speed to make instant teleportation like you did but it doesn't seem to work for me on G5. Even if there isn't a strong community for modding G5, I'll post the mods I make here and if anyone wants to share a certain mod or request one, they can here. Through that, a community could be developed.
  15. Yay another rotzhidon lover! And with you on the Kratoa Stoneworks too. And personally, I don't like Mass Madness cause I like to hoard experience as much as possible and when a charmed character kills something, it gives no experience. Strong daze is quite nice though. And yes, shaper immunity to mental magic is hardcoded. It cant be changed even with modding as far as I'm aware. I can't quite remember what diamond spray does...
  16. That would be nice! Like those insert chats you see on other forums sometimes.
  17. Its kind of dead for other posts atm and we are talking loosely about the topic at hand and giving our opinions on said topic. We can stop but then this part of the forums would be completely dead.
  18. If you weren't responsible for at least 2 of the 3 restraining orders, I have lost respect for you.
  19. Pretty sure I'm most active since I joined on Geneforge 5 forums.
  20. That was referring to MGS Babter's post not a movie... although interesting idea... Someone call the biggest producer in Hollywood.
  21. There are two types of people in these forums... The ones that don't accept that insubstantial clawbugs are awesome and the ones that don't get eaten by angry drakons. Choose.
  22. Oh really... *goes back to scripts folder and makes everything an insubstantial clawbug* HA!
  23. Lerman's Pass? And I'm disappointed in you. Everyone knows insubstantial clawbugs are much better than shades! And I bet you only like rebels cause you can kill Rawal. There aren't that many places with mines in G5 and they're not so bad. Its the frigging energy pylons like in Oasis fields that are unbelievable.
  24. Am I the only one who misses 'CANDY CREATIONS! YAAY!'? D:
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