Yea, had not considered that aspect, it works really well. It also helps justify the pet versus other custom Sov options and keeps them relevant through the course of the game. Nice idea!
M. Agrippa
Just wanted to say I really like that approach to the pets, having them change to mounts as the game progresses seems like a great call and fits the fantasy theme perfectly.
Thanks for posting that Magog, and all the cool work you did on animations. The lack of scripting support for mods made me loose interest in continuing mod dev work on Elemental, as its just too limited. Going to focus on some other projects and opportunities this summer. I will still float through the forums on occasion however, and we will see how things go for FE. Thanks to everyone who assisted with, and especially created assets for, the Gri
Not sure I would call that playing, was out at a pub, emptied out so fast it sucked in some tumbleweeds. At least they are playing to historical form, would have been boring sitting around waiting for everyone else to finish their series. Um yea, thats the best I got.
Oh the glory! [e digicons]:grin:[/e] Nice update all around Heavenfall, especially the Elves getting deer. Will change my mod post to specify that it is only for 8.6 and below. I am going to try something similar for Murteas Grimoire and its sub mod, did you just include my files in the main distribution? Canucks are playing tonight so won't have a chance to crack open the code till sometime tomorrow.
Sounds like a plan to me. My only request would be to make it onto the Thanks list. [e digicons]:grin:[/e]
@ Magog : Nice work sorting out the "Enable depth bias"; I will try and roll these into a beta and test them out today. @EternalRequiem: Murteas is the one who controls the OP, and he had to focus on RL for awhile. We have been working on effects and other stuff, idea is when he wander back can just update the main thread (likely for 1.2).
Hey Heavenfall, That is fine with me, seems like with 1.2 we should be able to start maturing some of these mods into packaged versions. Would be honored to have my ideas rolled into Expanded Factions. Were you going to leave the abilities mapping the same, or did you have something else in mind?
That looks great Magog! I really like what you did with matching the color space of the ice tile to the rest of the effect, and that increase in the downpour was exactly what I meant. This one is done & ready to integrate, just post up the details when you have some time.
Looks nice Magog, I like the mix of lines and drops / flakes in the effect. Do you think you could thicken up the amount of effect so it looks like there is more precipitation? Idea is supposed to be bucketing down water to cover everything and everyone in the tile in ice. I also thought adding some blues as highlights in the particles and lines could bring out the icy feel of it. <img src="http://web.stardock.net/images/smiles/themes/digicons/Thumbs%20Up
Yea, I think lots of people's time and motivation is waiting on 1.3. Hard to get excited working on improving something when you know a better one is coming soon and might make your work a waste of time. Less of a worry for your awesome art content, hard to get excited to spend the hours on code. X-Com: Enemy Unkown has also entered my life for the first time. Just as well I did not play it when it was new, otherwise I might not have gr
Howdy, I am not dead yet, despite any appearance to the contrary. Bout of nasty illness, business travel, personal projects and loosing interest waiting on 1.3 to drop are all to blame. But I am back with a beta that includes Magog's awesome new missile graphics. http://www.mediafire.com/file/1zsrfg8wt65s1of/MG_Beta_A2.zip Hopefully when 1.2 is released Murteas will come by to update the OP. @ Magog_AoW
I think it looks really nice, I like the interplay of the white core with the purple outside effects. The purple trailers coming out of the back as it flies looks really nice. My only feedback would be to try and increase the area of purple and relatively shrink the white core in the large ball form of the effect (appears in casters hand and occasionally as it flies). And only do this if you feel like refining it again, otherwise I will happily integrate this into a beta. <
Nice work, the new monsters, gameplay mechanics, and the idea of a more dangerous world all sound like a great direction forward. I just wanted to toss in a vote for using some of the current skined monsters to differentiate the feeling of areas. I have no problem with re-skinning as long as they play and feel like different creatures (or at least different branches of the same family tree). Spawning white wolves in snowy territory, gray wolves on plains, brown wo
@ Magog : That looks great, I like the shapes in the emitters, I think it reflects the new painting very well. My only feedback is the color of the effect; currently it looks white and that has usually been associated with the Air element. Could you make it more purple to line up with the painting? Purple also has the advantage of not being strongly typed to any particular book or element other than a general sense of Arcane.
I can understand not wanting to differentiate the mount bonuses, given that it would just be cheese against the AI. What about breaking the "No horses / wargs" association with faction type? I honestly think that is more annoying at this stage ( at least until the AI learns how to get a troop to ride something)
Hey mqpiffle , really nice work on this mod! I will probably try and integrate a selection of these spells into MG , feel free to use some of our spells in your mod as well. Murteas Grimoire is going to remain tied to the vanilla game spell book mechanics, but no reason we can't all trade spells around like proper wizards! I like the way you are reorganizing the spell book structure, keep at it! Longer term Ritua
Love all the new models, something about having elves archers riding deer that screams "fantasy stretgy game" for me. Something I have been wondering about for awhile, would it be possible to unlock the Wargs/ Horses resource for both Empire and Kingdoms? The artificial break between which resource is useful for you has always felt forced to me. Why wouldn't the bad guys ride horses? What do the good guys have against using giant angry wolves against their enemies?&nbs
Magog : Arcane Missile is yours, looking forward to seeing what you are thinking. Freezing Rain has a tile, for Flame burst we used some of the non connected objects floating around in the game. If your feeling Fire, then check out the Ring of Fire spell in the beta. It has its own John_Hughes tile, although no art yet (uses same medaillions and paintings as Sheltering Hands). The tile is awesome, and could use an effect. I am planning on doing
Thanks Magog , I went ahead and rolled the changes up. Also, great 404 page. Any spell you want to call dibs on next? I am not going to get a chance to test till tomorrow, so if anyone has a problem with the beta, please speak up. There is also a rumor going around that 1.19e might have a stealth fix for the Self Targeting abilities tag, if anyone notices Sheltering Hands playing differently please speak up. <span style="font-si
If we could get the AI to use shields for basic units, I would take that as an epic win, let alone mounts. It seems like recent efforts have been put into making the AI better on the strategic exploartion and city building, hopefully equiping champs and unit design can get some love next. I think it might be possible to fix for basic units by playing around with AI valueing codes on the equipment, as I think the issue is that it does not compare the value for (shield + weapon) ver
@ Murteas : No worries mate, go deal with RL. I expect lots of the modding will slow down in anticipation of FE; we have plenty of stuff to work on until then in the exisitng in-dev chapters. I will work on maintaining an up to date beta build and post it into the thread as assets are created and spell modifications emerge. I have also become mightily distracted by the new 3D printer in my office, so my modding is going to slow as well. &n
Yea, Dread Fright is a great idea, sounds like its just hard to balance with current code limitations. I really like the throwing axe idea as discussed. I can understand wanting to keep the mod as light as possible, but if Jounk33 's effect file for axe throw is pure XML, that would stay very light. The current effect for throwing dagger is cool, but something to differentiate the axe ability visually would be nice and I have seen nothi
No worries, mod has slowed down to work on fixes and polish for the 3 chapters we have on the go currently. You gents create cool new art at the pace that does not burn you out. For inspiration check out the Dev Diary they posted, Fallen Enchantress is looking pretty freaking sweet. The ability to create spells with model visible effects!
POSSIBLE BUG: Since the update has anyone else ended up with Umberdroths who can cast spells now? Never tried to imbue them, came out of the training queue with "Cast Spell" ability...