Nimbyjester

Nimbyjester

Joined Member # 2381916
3 Posts 86 Replies 2,702 Reputation

If you are wanting to mod the time they take to build you need to alter the additional time the pioneer kit causes them to take. From CoreAccessories.xml remove the line in red below and the unit should take 3 turns to build. In theory making it -2 would make it take one turn to build. Not tested it though [e digicons]:-"[/e] <span s

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Wargs and horses are available for both. Would be a matter of deleting a few lines to make them kingdom/empire specific I think. Where you have: Tech Mounted_Warfare_Amarian 0 Tech Tools_Of_War_Trogs</At

24 Replies 12,873 Views

Good idea! will give that a go. "All that's pretty nice, but I think armor shouldn't reduce attack power or intelligence. Intellitgence is useless to troops, and your soverign should be decked out in the most powerful stuff without being penalized to the one thing that makes him stand out. I'd make the heavy armor's just reduce speed. And make the leather shirt, chainmail, etc, all the "lighter" versions of those armors not change a thing. Or maybe even in

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Just a quick update from me (at work). Would love to do some collaboration work with you and kenata, feel free to nick anything I've done so far. It was a pretty rough first pass through the stats to get the ideas out there. Actually got a pretty good charge ability working last night not 100% happy with it though. Activate it to get a movement and attack bonus. The attack bonus is based off what weapon you are using at the time. Spears getting a bigger bonus than swords etc. Lasts fo

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I had a play around with things last night and making the mount bonus to movement only is easy to do as well as making more sense than extra attack speed (I'm on a horse I can cast spells faster! :/). Scrapped the blink idea as like you say Sprint makes more sense.I was originally just thinking about doing the whole charge and attack in one button click, but it didn't seem feasible. As for the Lance I've got an idea in mind that has some promis. If I can add in a new unit stat called

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It is entirely possible to create a mana regen ability that roots you to the spot so you can't kite the critters when it is active. Do you think that would be more worth while? Can also make it castable just once in combat as well.

24 Replies 12,873 Views

I've been frustrated by the cooldown tag as well. The only use for it I can find at the moment that doesn't crash the game is to set it to -1 which makes the ability usable only once in the combat.

9 Replies 13,182 Views

I have been thinking of making the attack speed penalties % based. So any additional attack speed given to the units has a lesser effect. I've beentrying to stear clear of adding flat out decreases as a whole as it has a greater risk of ending up with a unit with zero or negative stats, especially if mixed with other mods. The problem with messing withe she speed mods though is the effect it has on movement. If I made a Lance with a big attack and a large speed penalty then you'd

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I can see your point, if you are patient then you can easily exploit tactical mana regen . Using the bug fix mod to fix the shards makes each mana point more useful than it was. Though I think 1 point of tactical mana regen is fine; you'd have to go through 5 turns of combat before seeing any gains from teleporting to a low CR critter, then another 8 before the strategic spells start becoming available ( asuming</spa

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[quote who=" hairrorist " reply="1" id="2757006"]+5 tactical managen seems excessive. Otherwise, looks great. You should get in touch with Kenata and work on incorporating your two mods! [/quote] The +5 tactical mana regen was supposed to be a little excessive due to the large decrease in physical offensive and defencive stats, coupled with the -1 health per combat round. If it does turn

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I wasn't happy with the the decision process for choosing which weapons and amour to equip your troops with. So I changed most of the core weapons and armour. My aim is to make the choice between weapon type, armour and extra equipment more in depth. Mod Link: Download Swords The following changes were mad

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I was thinking of doing something like this. One idea I had was adding a strength modifier to some weapon types and lowering their base damage. Making that weapon group better with items that add attack (as the extra base str should increase the extra attack). As for items to help mages Wisdom used to decrease the casting cost but altering the stat does nothing as it is fixed at a cost of 2 now. The only safe attributes to modify I can see are UnitStat_TacticalManaRegen and UnitS

20 Replies 18,990 Views

I've been getting the same low frame rate issues. What I have noticed in my case however is that the frame rate appears to drop off mainly when moving the camera around using edge scrolling. Most notably when going past towns. However if I stop over a town I notice that all the animations etc run smoothly. This led me to believe that it may be more of a resource loading issue as the camera moves into an area with a greater density of models. Depending on how the content system works in their

432 Replies 942,429 Views