Sean, let me ask you something. You removed this tag from your champions: Champion Is there a reason for that ? If this tag is not in coreunits in each of the champions and sovs then I am assuming this code wont work: Unit AdjustUnitStat <StrVal>
BlackRainZ
I am just about done with the first version of this mod. I am not going to touch monsters in this first version as it is a very time consuming thing. I will be taking a look at it for the next version though (barring any minor changes or improvements that need to be made) I only have to do buildings, which wont take too long, and units. Units may take a little but I will finish soon.
Spells are done now. Abilities are also done. Everything that is being changed will have to be tested. There is no guarantee it will work as it is supposed to but hopefully it will work well and there wont be much needed to be changed.
Armor is now finished. What is left to have a playable mod: Spells (May or may not require major changes. Variant of Sean's Affliction mod) Abilities (May or may not require major changes. Variant of Sean's Affliction mod) Heroes (minor changes. Variant of Sean's Affliction mod) Monsters (probably not going to do anything with them as of yet) Buildings (minor changes I think. This will be a mix of vanill
Weapons are now done, moving on to armor.
Excellent. That is what I was hoping. Thanks.
Oh Heaven, I wanted to ask you something. I was looking at this code: Resource Population 1 <
Yeah, I knew that already heh. It was what we discussed in this thread: "Trying to figure out how to make this work, please take a look." The idea is not to have more than 9 units in an army. With larger group sizes, though, it won't matter as much for immersion. If you have a few 100 man groups and a few 300 man groups in the later game, you will have armies of a few thou
I wanted to leave another post here and just give people an idea of what this mod is going to look like, as in how it is going to play because it is going to be considerably different from the vanilla game and other mods. Now I am labeling it a concept mod right now because I do not know if everything is going to work once it is done because I can't actually do any real testing until a good amount of stuff is complete, which should hopefully be sometime soon. However, this is what I belie
It should be rather simple to just make Sean's building changes work with stormworld. You would just need his building files and some edits.
That isn't true. Chainmail, leather and such are not exactly advanced armors. It would NOT take a long time to train 300 people with chainmail and pikes or something. Look at Romance of the three kingdoms for example, set in the late 200's AD. In a months time, thousands could be recruited, and trained wearing leather or chainmail with pikes or other weapons. There is one example which Cao Cao directly said himself, he trained an Elite force of the best handpick
Well, when done, please let me know. I am not doing an overhaul like you are. I am just adjusting values to make up for the different number of soldiers etc. It is only meant to be temporary until, for example, your mod is done and then I can just adjust your mod to fit this one. Attack and defense values have to be adjusted to balance the much larger group sizes of 5, 20, 100 and 300. Otherwise a group of 300 will do an insane amount of dmg.
I am about 50% done with weapons, armor is going to be easy to do I believe and I don't need to do much with spells. I was testing what I have done out a little and it is definitely going to be a different experience. You are not going to be able to always dominate with heroes anymore. Against 5 or 20 guys heroes will still do well but against 100 or 300, the heroes will have a difficult time unless really strong. You will definitely need supporting armies.
I wasn't planning to go that far with the balancing at least right now. That is something I can add on to later perhaps. I want to get something working before I start doing extra stuff but that is definitely something to consider, thanks.
Hah, thanks kongdej. Help means playing and telling me what needs work. Yeah, weapons are hard to balance but I am doing a mix of things. I am not going too crazy with balance, I am mostly changing the numbers to reflect larger groups. Also, I am mixing in some ideas that Sean had with his weapons. It wont be perfect but I am hoping it will be fun, it will most likely need some work as some of the things I am trying to do are difficult because of certain factors.
I am about 25% done with rebalancing weapons. I then need to do armor and spells. Spells shouldn't be too difficult. I think Weapons are the most time consuming. After that, I may release a alpha of the mod. It will need a lot of testing to make sure balance and such is right. The game will play a lot different from what you are used to. So hopefully at that time I can get some help with testing.
Thanks.
Still working on this. It is taking time because a lot of stuff needs to be balanced and changed because of the very different group sizes. Also still thinking of ways to implement what I want. Need to rebalance all weapons and armor as well as spells. Perhaps at that point I will release a first concept for people to try if interested. There are a lot of things I would like to do with the mod and I may take some stuff from Sean if he doesn't mind. I like how he does champion level up cho
I wanted to see if it was possible, I didn't really think too much about it, but was looking for different ways to do things. I would imagine that if it was possible with weapons, it would be possible to add percentages to armor too. Might be a different way to do things. Either way, I already found a different way to do what I want.
You misunderstand. I do not want to make a spell. What I want to do is have weapons do a percentage damage rather than a set number value. Yes, I could possibly apply spell damage to a weapon which does a percent damage but I do not think it would work with the pierce, blunt, etc. damage types. Do you understand what I mean ?
No answer yet ? Sean can you clarify what you meant because it doesn't seem like it works.
value= *0.1 ? Can you show me exactly what the code would look like because I can't see how that is going to work.
Sean are you talking about this: Unit CurHealth 0.1 So are you saying if I add this to a weapon, it will do 10 percent of the hp of the unit ? Wait, is the Modtype unit necessary or does something else go there ? Will that allow it to still do
Well if you want, you can send me your work when you have something substantial and I can add in the different unit sizes and such or we can just discuss how it will be implemented. Weapon values are going to be easy to change. Going to need some thought and balancing put into costs though. With much larger unit sizes, resource costs are going to be an issue. This will need to be looked into and tested. Most of the stuff I do not care about. What I really care abo
Well I have been interested in working with someone on a team for some time now. Not because I am not capable, I am capable of pretty much doing anything in the XML, it is just that I do not want to spend the time doing everything myself hah. People seem to want to do things on their own though. Anyway, I can explain what needs to be done to make it work anytime. Oh, and there are also some other things like changing turns to weeks and months, rat