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#11 |
Apophis
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Well, I'd imagine you need to "dispose of" your image before casting another. Either wait for the duration to run out (And who wants to wait?), or look around. I'm sure you can find *SOMETHING* to take out that image in an expedient manner...
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#12 | |
Elminster
![]() Join Date: October 11, 2003
Location: Sluggy Zone
Age: 60
Posts: 487
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![]() Quote:
a project image that has used up its slots, you can either wait for the spell duration to run out (boring! and a problem if you got planetars, since it eats into the spell duration of planetars) or kill the image (simply have a warrior attack it) easiest and surest method...have the image cast dispell magic...instantly dispells image... now a simmy you must kill the image, since simmys are immune to dispell magic.
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#13 |
Manshoon
![]() Join Date: February 28, 2003
Location: Albuquerque
Age: 47
Posts: 214
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There is a much easier way than everything that has been listed here...
SimDing0's Tweakpack includes a component to remove the summoning cap. Info and download are here: http://www.forgottenwars.net/?page=mods/sim
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#14 |
Apophis
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We're talking about exploiting a loophole in the game, not bypassing the limit altogether. Somehow, cheating makes loophole exploitation.... less... honorable.
Your intentions are good, but there's a difference between exploiting a loophole and outright cheating. A fine difference, but a difference nonetheless. Besides, it's more fun to exploit loopholes! (And it uses up less of your spell slots...)
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#15 | |
Ma'at - Goddess of Truth & Justice
![]() Join Date: June 3, 2003
Location: New York
Age: 40
Posts: 3,302
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Quote:
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#16 |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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Removing the cap will just make the exploit even more... cheesy.
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#17 |
Dungeon Master
![]() Join Date: January 21, 2004
Location: UK
Age: 38
Posts: 73
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While I don't claim that the summonning cap removal component of my mod is something everyone should play with (it's one of the more dubious components I include), I'm intrigued by the notion that exploiting game bugs isn't cheating.
[ 01-30-2004, 11:05 AM: Message edited by: SimDing0 ] |
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#18 | |
Dracolisk
![]() Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 48
Posts: 6,901
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Quote:
Personally, I feel that downloading the summon cap remover is preferable to using PIs and Simulacra to exploit the "summons from summons" bug. If you're going to summon more than 5 critters, you should be honest about it, and admit up-front that that's what you're doing. Which is all really beside the point, anyway: Being limited to only 5 summoned creatures makes no sense at all.
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#19 | |
Symbol of Cyric
![]() Join Date: November 17, 2002
Location: Sweden
Age: 39
Posts: 1,359
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Quote:
I assume that this summon limit-remover doesn't tamper with the Planetar/Deva/Elemental Prince limit, in which case it, in my opinion, is preferable to PI cheese.
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#20 |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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People seem to be missing my point on why removing the summoning limit is a VERY bad idea.
Think about it. Think about what a person can do with Project Image/Simulacrum and this Mod. Think about a party that has both Mages and Non-Mages. |
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