kenata

kenata

Joined Member # 2383943
20 Posts 701 Replies 12,520 Reputation

[quote]Good suggestions all around. There is already the sort of beginnings of a paper/scissors/rock. Magic and archers take out heavy troops, heavy troops take out light/med troops, and light/med take out archers/magic. At least that's one theory. It would be nice to have varying degrees of paperness/scissorness/rockness so you could mix it up a little. It would be nice to have more variety any which way. Imagine more than a triangle, imagine like a 4 or 5 faceted thing..[/quote] As

11 Replies 10,619 Views

I think the devs have decided to stay super tight lipped about the future of tactical combat. I am sure we all have different ideas on what tactical combat should be like, but it is ultimately their decision. However, I will give my two cents on the subject and hope as always that I can strike a chord with the community. I shall lay this out like most of my thought posts as a list of ideas, which makes it easier for me to flow from one thing to the next. - Elemental currently lacks a

11 Replies 10,619 Views

I was just talking about this earlier today. My thoughts are the addition of a well balanced city improvement, capable of giving small amounts of food. I am actually playing with mod to this effect right now. The idea is to add a 4 tile unlimited improvement which uses 10 specialists and gives 0.25 food. This one farm would not support a new town, but several of them would easily support expansion. The idea here is the same as with the workshop or the study, where in you get a small amount of

13 Replies 10,835 Views

[quote]If I recollect correctly you can change what stats get updated by regular units as they level up. If you created your own "level" stat you could increment it by one each level and use that. Would have to be manually increased for Champions though I think. But yeah, could really do with having the actual Level stat exposed.[/quote] As far as i know the only leveling you can affect is with enemy units and this only dictates how higher level units should look compared to low level

127 Replies 53,696 Views

[quote]I would like to see a tag for hero & sovereign level so that it can be used for calculations of spell and weapon damages.[/quote] This point has already been specified above, and for those who are interested I have broached the point directly with Cari_Elf in IRC. Honestly, I would like level to be accessible in every place that a normal stat is accessible. For instance, I would really like the level to be accessible for a required spell stat, which would allow me to create

127 Replies 53,696 Views
Reply to City Rush Mod in WOM Mods

Be careful trying to mod elementaldefs.xml and in general, this is probably not the best route to start with. Honestly, there is really no good way to stop the city spam. It is such a good strategy at current that the AI will simply spam out as many pioneers at it can. Now, you have a couple of opinions, but most of them are not great. The first is to increase the overall cost of a pioneer kit. The pioneer kit generally costs 10 mats and 5 gold, if you change this to 100 mats and 100 go

3 Replies 2,606 Views

[quote]We're not swarming them with requests, putting them in a single topic sounds unnecessary to me. 100 posts in four months, not all requests, shouldn't be a problem to follow.[/quote] I completely agree. This thread is not exactly hard to read and most of the posts are pretty straight forward. That said, I do think that it might be nice if someone took the best ideas and made really good cases for them beyond this thread. The only reason would be to make sure that the devs really

127 Replies 53,696 Views

[quote]I think we should elect a modder captain to put together the most necessary point that need to be fixed/added into a usable list and submit it to them. I know they will probably do this in their own time, but we are getting pretty close to the point that Frog said would be love for the modders. If we consolidate things into a shortlist, they will be able to work on them faster. I nominate Kraxis and Heavenfall. [/quote] Im guessing Kraxis is lightofabraxas. Right now

127 Replies 53,696 Views

[quote] I think the higher ap cost of the ability I linked was caused by the blink modifier combined with the being 1. Effectively, the unit was blinking to all 9 tiles.[/quote] From my experience with abilities, the reason this cost 3 AP is fairly straight forward, the ability itself costs 2 AP to use, but since you are not specifying the skill as a movement class spell, you also have to pay 1 AP for the move cost. This is my best guess. To answer the initial question, I have y

10 Replies 4,788 Views

This is a really bad idea for an installation process. Instead of modding the animation pack, have you tried to add a new animation pack and mod the units themselves? I know this is a lot more work but it is a cleaner and safer way of doing the desired modification.

2 Replies 19,802 Views

[quote]I would like the datafiles to be consistant in the terms they use. What I mean is that the Altarians (at least that's what i'm pretty sure this race/kingdom is) are on one hand refered to as "Men" when your talking about the race, but under all of the equipment files in the tag and the champions model tags they're refered to as "Kingdom". I think there might also be some examples of this in the technology files. Now this might not be a big deal for someone going

127 Replies 53,696 Views

[quote]I don't want to be a buzzkill, but I've said this before and I think kenata knows this; they haven't implemented a single thing we've asked for (they've been great at supplying information though, for the record). Maybe that is about to change, but based on their track record, 3) is the same as not doing anything.[/quote] This is not 100% true, though I will admit be the first to admit that the vast majority of requested mod changes have yet to materialize. The few changes that

127 Replies 197,510 Views

[quote]After modding a few spells myself, new thoughts came up for more stuff I wanted to implement. * A cone area of effect, emanating out from caster. * A line area of effect, emanating out from caster. I would like to say that modders could use these with abilities too and not just spells.[/quote] I think these have both been requested in a different form. I think the real point is simply that it would be nice

127 Replies 53,696 Views

I have been doing a lot of thinking about the future of updated weapons, and have developed my game plan. The following is an outline of my thoughts on what I would like to do with respect to the mod. I would appreciate feedback from those people who have used my mod to tell me what they think of these ideas. 1) Right now, I am thinking the next thing for updated weapons is a general expansion of the available skills for any given weapons. These new skills will have required stats for

127 Replies 197,510 Views

[quote]Makes sense, the non-counter of specials is something I have noticed. For balance that seems to overpower specials in general, is there a way to allow counters to them? Seems like one of those deeper code balancing issues that crop up from time to time in this game... If you COULD counter specials then Slip Defense becomes much cooler again, especially at 1 per battle.[/quote] Right now, I am still mixed about the whole countering abilities thing. In g

13 Replies 9,726 Views

[quote]That would leave this mod as a patch for 1.31; 1.4 and forward the abilites would be folded into the larger library? Damage based abilities are already well represented, but a "Counter Attack immunity" at least would be a really nice addition.[/quote] For those still playing with 1.31, feel free to use this patch. As for the comment about counter attack immunity, I have actually given the whole thing a lot of thought and considering that every special ability does not provoke

13 Replies 9,726 Views

[quote]Well, it's not a coding problem. The way that spells are handled from 1.1 to 1.11 is the same. It's the new .exe's handling of loading the mod directory that appears to be the problem for me.[/quote] Dude, I think everyone is agreed that its you deleting your core files.

10 Replies 7,154 Views

[quote]Well, I disagree. I think the story is excellent and really plays out well. I was quite shocked many times my first time playing at various points in the game. I know the second cd was a lot of story and not a lot of playing but it was still awesome. The various theological and philosophical ideas that were put in the game also made it quite interesting. I think the entire game plays out well and was never bored nor found the game too easy. Maybe you just leveled up your characters wel

69 Replies 52,785 Views

Not to be a downer, but I will try to explain why I choose to change these instead of "fix" them. With respect to Deep Gash and Decapitate, using unitstat_hitpoints makes the abilities always do damage based on the units full health. For Deep Gash, I simply found this unacceptable as the intention of the ability was to always be a non fatal attack. This is why I tried to reference current health so that I could try and keep the damage just below the current health level of the target. My reas

13 Replies 9,726 Views

[quote]YOU SIR ARE WRONG! The story plays out extremely well. It does require a lot of time and effort without a doubt but there are so many interesting stories and characters involved. It has everything! I love how they did the story and tied it all in. I love the fighting system, the robots, the in game graphics. Man please![/quote] The fighting system is without a doubt really well done. The amount of control one has over their characters is amazing and the various scale makes for

69 Replies 52,785 Views

[quote]I like Jon's angry vagina avatar. Beware... it's watching you![/quote] That is actually incredibly creepy... Anyone else find it funny that middle earth was almost destroyed twice by some lackie?

69 Replies 52,785 Views

[quote]I feel like Secret of Mana has undeservedly been overshadowed by Chrono Trigger. It deserves some recognition as well. Secret of Mana was awesome...![/quote] I always thought of Secret of Mana as the bastard child of zelda and chrono trigger. However, it was never as good as its predecessors.

69 Replies 52,785 Views

[quote]Chrono Trigger is the best game ever. That is all. Jon NO! Xenogears is the best game ever, and Fei is the most awesome of awesome heroes. I don't care what any of you say, you have no idea what you are talking about.[/quote] OMG! Xenogears takes forever to even start getting to the point. For a game about killing gods and the eternal recurrence, why is the game such a overly long cake walk?

69 Replies 52,785 Views