@seanw3 : those are some fun spell idea; since they are so powerful I think it makes sense to have them be a fixed duration rather than a standing enchantment. Maybe each of them lasts for 10 turns, has a 200 turn cooldown? Since you are effecting an entire stack at a time, I do not see a good way to do the maintenance cost in a balanced way. Also great to see everyone throw in code to start getting this new chapter to happen. Where were you picturing
M. Agrippa
@seanw3 : Have you played around with Leap ? Especially if you end up with a lot of air shards that can give a unit a real boost across the map or into the unknown late game. Are you thinking something like that with a temp duration or a full on permanent enchantment with a maintenance cost?
I was thinking of " Sheltering Hands " as a tactical spell in the Earth book under the Battlefield chapter. Since this spell also has a geographic component to it (hero / sovereign is stuck not doing anything) I figured it made sense with the other Battlefield spells. I thought it could be the first spell in a new series of 1st level defensive elemental spells for tactical combat. Making the duration 5 at a regeneration of 2 would
[quote who="Gwenio1" reply="44" id="2881725"] However better multithreading will make it easier for the application to keep the scripts from messing up because of it. The threading will likely be the application calling scripts from multiple thread rather than the scripts actually doing multi-threaded work on their own.[/quote] Well that makes sense; but I also say it does not support Python well, ESPECIALLY with the global lock. My question then becomes
I am not one to argue for sloppiness so much as robustness. While many of the obviously professional developers are making a strong case for the power of Python, I do not think that was ever in question. It sounds like Lua would be the more forgiving / robust language for people without formal CS training / dev experience and those weekend coders who understand it, but do not live it. ( THATS ME [e digicons]:grin:[/e] ) Better multi-threading is great, but I am ne
I was thinking of this as being a lower level defense oriented spell. I have had multiple situations when I would have been happy to be able to take a hero out of harms way and provide extra protection, that is why the boost to defense & INT for the magic resistance. Since we are can't have a conditional duration limit, lease it as a fixed duration and maybe keep the effect weaker to balance. I don't believe any of the vanilla 1st level element spells have a shar
DoT for Grasping Vines struck me the other night as I watched a unit I had stranded sitting in them, seems like it would add to flavour of spell. Also does anyone else try and always use Flame Burst on a diagonal to maximize the space the targeted unit will have to travel? I particularly enjoy Bursting a fast unit into a slow ones path... Since a bunch of other mods currently have artwork upgrade threads going, how about we hold off on spl
Hey imp, those look like some simply awesome fixes to me! In my latest game tactical battle performance on my 2 machines seems to have been much improved when using NPC's & weapons ( tested in 1.19). Nowhere near the same number of unit tile jumps, skipped animations, lags, hangs, non-appearing special ability text, etc. Not scientific, but the code cleaning seems to have helped. Cheers N [e digicons]:beer:[/e] s.
This is the post I have been waiting for! CODE [e digicons]:smitten:[/e] I will also preface this with the fact that I personally just BASH my way with the scripts I write... [e digicons]:P[/e] I work with Python more than I want for webserver services, and kind of hate it. It has a huge number of valuable parsing, function, and dynamic generation libraries, but every time I need to update it or recompile, I want to buy a bottle
[quote who="Frogboy" reply="119" id="2880932"] Frogboy, you're making your marketing team rip their hair out again. LOL. Indeed. But at the end of the day, it's not a democracy. I was on CanardPC today where there's a whine thread personalizing things at me. There isn't much incentive for me to put up with it. In 2011, no one makes new exclusive PC games out of pure profit motive. It's a labor of love. Make it miserable for those who are doing it out of love for
@ Magog , that looks fantastic! I have modified the list so you have Howling Wind. (I also noticed that the list is kind of useless in the middle of the thread, but it helps me at least) I was also thinking about Grasping Vines , and had an idea: I think we should change this to be a damage over time rather than just have the damage at the beginning. That would make it play even more differently than Flame
Can we please, please get the Crystal Mine improvement for Empires moved down the Tech Tree? Right now it is sitting 1 tech level deep for Kingdoms and 4 techs deep for Empire. Am I missing how that is balanced? Consider you also need some techs to get Shards, spellbooks, etc I think moving Crystal Mine to be something you get with Arcane Experiments
@ Tydorius : Hoosiers Represent! That is all.
To achieve spike thing rotation, could you use the reference objects to construct an effect, then rotate the effect around its mid point? The particle cauldron slapped me around every time I went near it, but YOU might be able to do something like that.
I also vote for the swords being cool. Maybe add some sideways spikes to the Warrior Temple to fit better with the military buildings theme? Giant statue with glowing swords looks really good.
John_Hughes did the Grasping Vines tile, it went though a lot of rounds to end up at the great place it is. I happen to agree on better spells via combination, and really like your particle effect, particularly the green burst with the grass before the full tile kicks in / out. My only polish point based on video is to tone back the bubbling effect that is at the end. Currently it goes on for a while, looks like ~6 seconds. I think this is a little too much "after ef
The Mod Layer How will this interact with the various branches of Elemental? Right now there is no good way for modders to create a "package" of mods and have them just work together easily for a non-tech user. Sub-mods and bridge files work, but are more of a hobby than engineering answer, and there is no auto update to allow for patching issues and keeping mods current with the code base. Any idea when more su
Heavenfall, that is possibly the greatest Internet rage graphic I have seen yet. I finally saw the OOM crash last night, (way to late to be awake, let along posting). If you have fixed it already how am I suppose to convince the wife of the critical need for that 4 GIG of RAM to bump me to 12? [e digicons]:grin:[/e]
That probably explains it; I had been pumping points into that guys INT, but I think .5 might just be to low to generate an effect. Which monsters get the weapons I am not fussed about; I kind of liked the idea of the skeleton raising zombie versions of the vagabonds and turning them against their allies. But I enjoy the undead like that; the main idea is that having the weapon you are about to get be used against you will help highlight that weapon's coolness. Since you a
Exact appearance I will leave in your much more capable than mine hands, between the floater armours and transparent pieces you should have enough material for half the summons. Just to be clear I understand the ideas your looking for; you are looking for an entire 4 unit progression for vanilla factions to match them to EF (city levels 4-7)? I thought you meant 8 units total of levels 4 & 5 to divy up among vanilla factions.
Hey Kenata, War Staff : this seems to have lost its +1 Move at some point (just checked the 1.5 XML). Is this intentional or an opps? I personally liked that the War Staff gave an increase in movement, and would vote for its return. Spell Sub Class Tag : I noticed these, where did you find the info on how to use them / the list of possible ones? They look to have greatly improved the AI's
I have noticed something odd with an NPC ability, I have a Wraith champ that has " Mend Group " but it does not seem to do anything. Other NPC abilites look good so far (1.01). I also had some balancing feedback on the Cleavers ; the idea and execution on these quests are great, but I thought the defenders to fight to get the Cleaver tech were a little weak. Maybe add a Zombie and arm all Zombies in the encounter with a C
I like the idea of having more monster oriented recruitables, although those old armour sets look fantastic. Are they floaters left in the base game assets or did you do those yourself? Maybe have the level 4 unit be a monster, and level 5 be a uber armoured "knight" with abilities? Is the idea to have a couple of monsters, a couple of Knights for each side, then you can mix and match to keep each individual faction unique? I personally miss being able
Gasp, I have offended someone on the Internet! [e digicons]:(O[/e] In seriousness, read the posting again. I was not saying swillo was trolling, I said that I was wandering dangerously close to that territory with my curmudgeonly ways. Thus I stopped ranting and went for an amusing cartoon character, one of my favorite ways of defusing through humor. [e digicons]:thumbsup:[/e] Its also a thread; the statements about Blink seem to show
@swillo : we already put " Blink " back in the game, is bundled up with a load of additional spells for the Murteas Grimoire mod v.32 (for 1.19 beta). There is no way to support saved games with XML changes, that is in the engine and is just the way life shall be. I suggest keeping either separate versions of the code to sub back in, or making your "fixes" mods. Honestly all the people complaining about lack of content n