Shoot me a PM if you want me to have a crack at running a replace script against the predictable. The blasted 5% that always occurs I would leave to your hard won expertise, unless you had more specific direction.
M. Agrippa
Thanks for info CariElf! BUG Someone left their Spellseed1.PSD in the C:\Program Files\Stardock Games\Elemental\Gfx\Spells build. And is it just me or did a whole bunch of fresh paintings and effects show up? [e digicons]:drool:[/e]
More than fair enough; is it a predictable change fix in the XML (suitable for scripting) or something that requires hand coding?
Chuckle, thanks for the perspective on your ring's requirements harpo. Unfortunately I am not skiled enough with my bouzouki to play in that cheese shop. [e digicons]^_^[/e] I just downloaded the new 1.19 update, and it looks like they have added a new painting and assorted art elements for Windshield, and left the old " Blink " artwork and assets in place (or at least it was left in my GFX directory, did not try a clean install) Therefore I
Thanks for that update, I will make allowances when setting up game. I cannot stop myself from bug hunting as much as possible (particularly with mods interacting with game), gives me a meta game to play with. Any idea why Angels / Elves broke? Changes in tech tree building assignment structure? Cheers.
Will go on a full bug and balance test this weekend with the new 1.19. Can't wait to test out some of the new units; in general I think (6) is best achieved by abilities that rearrange units on the tactical map a la "Chaosbringer" and his ass kicking. Have you thought of adding an ability to some of the giants (Giant Demon I am looking at you) to let them "Knockback" a unit multiple squares? Currently all of this type of mechanic seems to be 1 square only.
@ Harpo : I like those ideas for an item, but I don't think we need to use an INT that high (never get lower AI casters to use it that way) How about we try out the new " Blink " @ range of 5, cool down of 20, mana of 16, INT 20? This should keep it's use limited, around once a battle except for the epics. Thoughts on these numbers? Should we put it in Spell Fixes or Agrippa's Tome? (where other tactical
Well said Frogboy, there is really nothing as sad as the SW fanboys raging at Phantom Menance at the cons. Your childhood was pimped out for dirty nasty things, move on to better material. I think the best part of this forum is that it consists mainly of adults wanting to have a conversation about a shared hobby. WHAT I SPECIFICALLY WANT == It would be fantastic if the modders could
Will the new spell #63 have its own art and effect or will it recycle Blink's?
Maybe instead of houses outside the walls you could have other castle related things? Training grounds, town crier, tax office, etc? Looking really good!
I was wondering what people's thoughts were in regard to " Blink "? Should we include it in a post 1.19 release of the Grimoire? I am inclined to say yes, just modify as follows: Fixed Blink Up mana cost to cast; intelligence requirement to 20; put it on a tactical cooldown of 100 to stop the spamming exploit; give it a max range of 5 tile to move caster. Would preserve the idea of the spell while shutting down the cheese
Does anyone else find themselves never using the Summon spellbook because it is so far up the tech tree and requires its own "tech"? Seems like it should be included with something else, maybe unlock it when you get Arcane Mastery and the Abbey of Izil / Advanced Spellcasting for Fallen?
I think it sounds interesting, and a good way to force player choice until a solution that works more like you originally envisioned becomes possible. Hopefully the AI will jump forward in 1.19 the same way it did in 1.11.
@cptcasey : now THAT is a level 5 gobo core! Cheers good sir, when 8.4 drops Goblins are the first up on my Fallen games.
Disclaimer here: This was a month ago on vacation, so my memory is definitely a tad fuzzy . I chalked it up at the time to being a n00b modder and not having a proper grasp of the syntax. I do not believe so, cause I never had mounted troops & I think the issues you mentioned for both were tied to the animation pack they used. This was specifically tied to Elven Weapons, tested almost always equipped onto a champ. (Fastest way I knew at the
The Goblin cores look great; my only feedback is the same as Cruxador that the central tower building is not changing enough between lvl 4 and 5. Do you have the object count to turn it into a 2 tier tower, so you have a balcony w/door and possibly a pedestrian on it, then the rest of the tower above (and highest point on tile).
@kenata: I like them as well, I think the broad approach would be to decide if you wanted to have them be for 1 tac battle only or more standard permanent enchantment. I actually like the idea of having them be one tac battle only, since their is nothing like that currently, but that is just me. For the other blessing, those look like city enchantments to me, is that the intended function? @murteas : hit me up with a
Hey John_ is Coconut == Elementium Mine? That is the only one I do not recognize immediately. And I agree that MG is Cherry level of tasty. [e digicons]|-)[/e]
@ Heavenfall : I don't have anything formally documented, was something I noticed when I was first trying figure out how to get Updated Weapons & Elven Weapons to play together nicely. I tried a bunch of different configurations of the files (abilities as separate folder, doing a drop in replacement for file in EF, adding Eleven Weapons to the list of weapons in UW, finally my current solution). I had not
All of the ideas sounds good from a gameplay perspective. (I am thinking dodge and dex bonus on claws) And I am sure someone might be interested in balance testing... [e digicons]:d[/e] The only thing to be careful of is performance issues around having XML abilities that are not tied to anything. The game seems to slow down and get bunged up when you have unassigned "Floaters" in the XML pool. It still works, but the engine has to co
A note on balance as well, if you give abilities from UW to the new weapons, why would you ever want to use the normal stuff in game? What I would suggest is adding the non-Elven weapon stuff in like you describe, having them unlock for units via "unlockable tech quests", and playing with the attack / dodge / stat /etc bonuses to differentiate them from the vanilla set. Maybe leave the Elven stuff as is for flavour in EF and for Heavenfall to give the Artifact treatment late
" New Weapons " : this sounds good, I still have those files and they were really cool weapons. Are you planning on having the set that constitutes the Elven weapons in as options or just the ones that exist but are explicitly not already in EF? Also, go John_ go!
@ oddrheia : Thanks, those look fantastic! I pictured the painting for Gift of Fortune being tied in to chance in some way; I had thought of a pair of spinning dice with representations of the different possible rewards on the visible faces (gold, materials, metal, crystal, potion, tiny house, "something bad"). Sovereign like character standing over a roulette wheel with the same icons instead of numbers could also be nifty. Or maybe one giant D20
Nice illustrations of the creeping of the hats. Personally I find this more dangerous than the more infamous scope creep. Are you trying out some of your slides for the conference talk on us? Or just the illustrations?
The Elven Weapons works as a sub mod of Updated Weapons; it adds code that "bolts on" the abilities to the originals. Install both of the mods as normal, then put the Elven Weapons file in the directory created for Updated Weapons. Leave everything in Expanded Factions untouched. This process is the exact same for the Murteas Grimoire sub mod. You are having both files in two different locations running simultaneously; my mod acts as a bridge for EF (or <s