Oh, good. I have almost finished my early-game balancing and was about to create a few of these for testing. Nice to know it will work!
Aerion Istari
Each of those crests in the game have a matching XML file. You'll need to create one for each of your custom ones.
They should be able to cascade as well. Say, every 50 to 100 turns upgrade to a higher level lair.
I found the below tag in the CoreGoodieHuts.xml. It looks interesting for modders so I thought I would share it. It appears give the ability for lairs to increase in challenge over time as the PCs gain levels. I haven't tested it yet though. Shaman's Hut
I agree that trained units need to be more relative. "One hit, one unit killed" would help a lot. In fact, that alone may be enough to balance them. The only real downside I see to that is that it would greatly increase combat time and that is no small consideration. Frogboy has said more than once that keeping tactical combat short is a major consideration and one I agree with. I think I like the idea that magic breaks that rule - at least partially. It would be
There are some spells that can only be cast on "Friendly Territory". Perhaps that could provide a clue as to how this can be accomplished. This would be an interesting mechanic to give magic more flavor.
Has anyone had any success getting spells to Proc from ranged weapons? (i.e. bows) The below GameModifier tag from Vetrar's Fist mace procs Slow when the target is struck. But I've never gotten the MeleeAppliesSpell attribute to work on a bow. Anyone figured out an alternative method or a way to make this work?
[quote who="Frogboy" reply="7" id="3137262"]I'm wondering if it's a specific driver / ATI card issue. I've never seen anything like this and it's going to be something really hard to "fix" since it's some sort of weird hardware specific issue. I have an ATI card btw. So it may be a specific version of the driver or a tweak that someone's made to the catalyst control center.[/quote] I have an ATI card and I have the issue.</
I suppose adding some traits would help but but I don't know how I would feel about stealth lairs. I've never cared much for random, senseless insta-death in a game like this. It's one thing to take a chance on attacking a mega-monster and lose, but I've never found it to be much fun to lose a very important unit to something totally unforeseen or unavoidable. Mostly I think the monsters just need to spawn at higher levels than they do and with more h
I hope you're beefing up the Monsters! My biggest complaint with .91 is the monsters get to be pretty lame pretty quickly. Obviously, I don't want a level 33 demon two squares from my starting point, but they need to be out there in places other than in Wildlands. And why can't the mod come with some pre-made units that the AI can use from? Player-made units are just a . Can't we make up a few dozen and aggregate them in a <Un
What would the defense of Ambush be? What criteria determines a successful ambush? What are the penalties if the ambush fails or the benefits if it succeeds?
Historically, plate armor is countered by piercing weapons. The metal plates could (and would) spread the damage from a sword or hammer over a large area, effectively negating it. A heavy sword or hammer might knock a knight back, but probably not penetrate the armor. Where as a long, sharp spike could apply enough concentrated force to pierce the armor. Pikes were the poor-mans weapons as they were relatively cheap to produce and required very little skill.&nb
[quote who="Heavenfall" reply="131" id="3129726"]They work fine, but they cause out of memory issues.[/quote] Ok, I'm slow. Once each particle is instantiated, it's never destroyed so it remains in memory even after the battle is over. HOLY MEMORY LEAK, BATMAN!!
[quote who="seanw3" reply="127" id="3128496"]I decided not to add them because all effects are currently bugged. They continually play until the game crashes. I assumed everyone knew this and had turned the effects off. [/quote] They work fine for me. I ended up making my own Particle for it.
Sean, I don't see A_IceLongbow_Particle.xml in the .rar file??
[quote who="seanw3" reply="122" id="3126181"]I just hope my drill sergeant doesn't find these forums... [/quote] Actually, it seems like on line gaming is fairly big in the military. But while you're in training, your drill sergeant will be too busy with your platoon to spend much time online. Which branch are you enlisting in and where are you going for training?
Boot camp!! Ahhh, that brings back memories - some surprisingly good memories though I confess I wouldn't want to do it again. Best advice is to go in there with a very positive attitude. Keep in mind, being a drill sergeant is one of the toughest jobs in the army and all career NCOs have to do the job sometime in their career. What they put you through is part mind game and part making you stronger. Take nothing personal and be a team player with you
You have to sack the lairs otherwise they keep re-spawning.
[quote who="Heavenfall" reply="6" id="3120374"]I have no ideas, if you reinstalled the entire game I can't imagine why you'd be missing stuff. If you just want to add one or two techs to it, that is much easier btw. Just create the tech defs (see Techs_Amarian.xml) in a mod file, and then create a new tech tree ( see TechTree_Amarian.xml) and then apply it to the right raceconfigs (see TechTree_Amarian in CoreRaceConfigs.xml) <br /
I reinstalled the .86 and I was still missing forests. Interesting.
I'm not looking to replace the entire tech tree. I just want to add one or two techs to it.
Last night, I switched over to localdataonly for modding purposes. Now my forests don't display when zoomed in to 3-D level. They show up fine on the cloth map. Anyone have any ideas or seen this before? Oh, and when I start up, I get a DataZip.exe failure. The game seems to load fine after that except for the missing forests. The reason I switched over was to be able to mod the Tech Tree. If there is a way to mod the tech tree without localdata
Visually, I like the black outline slightly better, but I would gladly do without it for any reasonable performance gain.
[quote who="seanw3" reply="4" id="3115588"]What I do is write something, highlight it, and then click the insert link button. You then can paste in the URL and choose open in new window as the link function.[/quote] Thanks Sean! I wasn't swiping text first. Thanks for the tip!
I tried to Sean, but I'm not able to add a Link meaning the "link" button (the one that looks like a chain link) is disabled for me. If you have a suggestion on how to enable it, I'd welcome it.