Dominions 6

Dominions 6

25 ratings
Archetype Casting
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1.063 MB
26 Dec, 2024 @ 12:52pm
30 Dec, 2024 @ 8:49pm
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Archetype Casting

Description
What it does:
Allows switching mages between different offscript casting modes;
- Default
- Evocations: Spells that target enemies.
- Buffs: Spells that target friendly units.
- Summons: Spells that create new monsters.

Use the Shape Change command on a commander to switch between different casting modes.

This version includes all mages that;
- Are more than a basic X1 mage
- Are not unique or a hero
- Are not a pretender
- Are not a Tartarian
- And are not anything with shape changes. Terrain shapes, shape changes, etc. This can be changed later, but requires a lot of extra work.

This mod uses a *lot* of monster IDs (three for each mage), hence the exclusions.
This mod will not affect monsters from other mods.

How it works:
Every combat spell aimod is set to ~-80, functionally changing nothing.
Every combat, gemless, non-self targeting spell is sorted into one of three categories - evocation, buff, and support.
Each of those spells is duplicated and set to only be castable by a montag corresponding to the category they are in, then their aimod is dramatically increased, making them prioritized significantly higher relative to the rest of the spellbook.

Then for the monster side, every mage using the system is duplicated thrice, with each getting one of the spell category montags, and then a shape change loop is set up for Default > Evo > Buffs > Summons > Default.

Primary downside:
The spellbook gets very crowded. I don't think there's a way to 'hide' spells and keep them at the same research level / school.


Has separate DM files that use either monster IDs 6000 through 7721 or 15000 through 16721.
If attempting to use this mod with other mods, use the 15000+ DM.
14 Comments
Jamodon 1 Apr @ 9:30am 
Amazing, I've spent years wishing for this exact feature
karlsc2000  [author] 10 Jan @ 9:35am 
@ Lucid Strictly speaking it wasn't possible until a patch or two ago made #onlymnr work in combat.

The mod comes with a 'normal' spellcasting mod integrated into it, but making it compatible with other ai spell mods would be impossible due to how it works.
That said this mod was generated from a spreadsheet I can share at some point with every spell and their weight if people don't like my settings, or if they want to add new spells to the system (spells added by other mods will be weighed significantly higher for casting due to how this mod works).
Lucid 9 Jan @ 7:24pm 
This is wild. I had no idea that anything like it could be implemented. Going to try this in a SP game.
Id suggest you inherit AIspell mod from any mods loaded before it though. Then when you copy spell i think it would also copy aispellmod (though maybe it doesnt). In that case you could use one of the ai casting mods in conjunction with this.
fungoloid 9 Jan @ 12:27pm 
This should be base game, excellent idea.
karlsc2000  [author] 5 Jan @ 11:32pm 
@ tech Yes, heals are in the Buffs category - anything that targets friendlies should be in the buff category.
The mod doesn't prevent mages from casting spells outside of their category, just heavily weights them towards casting spells in their category. They'll still be able to cast evocations when they run out of things to buff.

@ Tuck Davis No, they do not switch to a different form in assassinations. There's not much I can do there but there is a command for modifying spell weights when in an assassination. I can set it so the system is functionally ignored in assassinations and weight mages toward presumably evocations, but I don't know when I'll get around to that.

A game is getting launched to playtest the mod in a regular multiplayer game, going to see how that goes before I do anything substantial with the mod.
Tuck Davis 5 Jan @ 8:46am 
Awesome mod idea.
Will mages switch to default forms in assassinations or would they be stuck with the spellbook they had been scripted to ?
tech 5 Jan @ 2:25am 
The idea is good, wish illwinter will implement this natively.
Also mix of buffs + evo might be a good idea, for example S mages i would use as ethreal casters & then as soul slay/mind burn casters then where is no one to buff.
tech 5 Jan @ 2:24am 
Does heals considered to be buffs ?
Bippopotamus 1 Jan @ 10:35am 
Genius
The Ubermanlet 30 Dec, 2024 @ 4:53pm 
A very good idea, scripting a bit more than 5 spells or having "attack casters" vs. "buffing casters" is a huge change that is much needed. gave an award even for the rough idea you have.