Sounds good to me, also is cool that you and kenata are going in different directions with this stuff. I think the unlockable ability staff sounds more like a quest reward kind of item, what you have described being more "standard" equipment unlocked with a spell book tech. I would say try these out; time to send for playtesting and balance...
M. Agrippa
Heartily agree with John_ & impinc. Just have to add: 50. Added code so that the AI can determine the best spell to use based on AI xml weights in the spells themselves. 51. Added AIData and AIPriority tags to all spells, so we can tweak how much the AI cares about them. <span
Thanks, that answers my questions about the units. I was just trying to picture the meat grinder of taking down an Extreme Durability- Demon Stone. For the record I was not complaining about being defeated, I liked it! (Subsequent razing of city less so) Loosing battles is a nice change of pace for the challenge of this game, the war continues... I agree Chaos Bringer is the strongest unit for these new mechanics I have encountered so far, really nice work. <p
Looks interesting, my only feedback: drota: spider cavalry: did you think about giving them access to the "web" abilities from spiders? I really like the slow poison, but seems they are a little weaker than the other summons. living stone: demon stone : having this unit be "immune to magic" means that it is also immune to all of the special abilities from Champions & UW abilities. If this is the desired effect then fine, but I will ad
So maybe I was chasing one of these across the map with my spouse last night and kept getting Dread Frighted out of the battle (leaving my capital with only standard unit defenders). And maybe the Golem King showed up with a Chaos Bringer and razed my capital. And maybe I was still bitter and annoyed at myself this morning on the commute for not noticing and losing my best city. [e digicons]#:([/e] I MIGHT be tempted to blame the monster rather than my
Just wanted to chime in with a thought on unique items and a balance note: 1) I really want more equipment geared toward spell casting; I think a staff / rod / item that gave the equivalent of a shards (or more depending on quest level) worth of element mana would be a lot of fun. Check out the Element Alignment section of Sovereign Traits from Murteas Grimoire for the idea (and code). " Can you claim the Staff of the FireLord! " Fight
Thanks for the tip Heavenfall! That opens things up for a couple of ideas I have... Is there any equivalent tag for explicitly targeting an enemy champion?
LOL, I just checked on this thread doing research for "Curses". Give the little people paths... hehehe
@ kenata : that would be awesome, did you have a theme for a chapter in mind? I had thought about proposing something for tactical based around your special abilities library. Doing straight up enchantments seemed lame, as it de-values the ability from the stuff in Artifacts, but I thought an expensive, 1 battle "Blessing" of the ability could work. I also am not sure if there is any way to apply something graphical to a unit to have it obvious "one fight onl
I like the idea of a modable staff; its the execution that I think would be lacking currently. I think you are right about the AI problems, plus personally I would want the sub items to be available via questing / fun, not just stuff I buy out the shop and lego together into a staff. And right now building quests kind of sucks, and chain quests really suck... [e digicons]:S[/e] I think the game will get to that point EVENTUALLY; honestly I don't think 1.19 will be it
I also think it is more fun to have the Cursing spells be against opposite shards. One of the things I think the game is weak on is meta-magic in general, so if we can introduce some of that magic vs magic here great! It also allows for creating 4 lower powered spells; if it was a generic "Curse Shard" then that would need to sit high up in the tree for balance purposes. This makes them much less fun for the idea of " Raiding " to me. I want something to
It sounds like you are limited by the current tags in the engine for a lot of stuff; maybe work on something else till we get 1.19? I know they are working on additional tags for tactical in that. I think your going to have better luck working with the vanilla game as a base, so would personally avoid adding the elemental based resistances. My personal guess is elemental damage will show up in FE, but that is just a wild guess. 1) I like the id
Pagebreaker! Go back one for a discussion of the idea of a Raiding theme. Great to hear that the curse at least would be viable; I will leave you to test with the actual code and see what else might be able to happen. Code based questions: > Could you just switch the "owner" tag for resource? Doing that and loading a tile (with a fixed duration) could be all that is required to enable Stealing.
@Magog_AoW : cool, its yours! Next Chapter Ideas I wanted to clarify some of my thoughts about possible next 'chapters' for the mod. The idea behind this mod has been to extend the vanilla game in interesting way, at times introducing game mechanics. The first was the 0 level spells Cantrips (and is honestly a revelation for the early game); the second was Battlefield which was a
@oddrheia: I really like the treasury, I would make the center crystal bigger but that is just me. Are you planning on coloring or adding an effect to the tower of Sorcery? I like the thematic idea of having the unique / rare buildings be the ones that add color to the GK cities, like having the center crystal be dark blue for sorcery tower, golden orange like on treasury, the living green for Isildur, etc. Does the cool writing on the ground r
I have not seen any uber defense creatures for awhile (will let you know). For the larger arguement: 1) I think the formula does need to be lowered to make armour not as good, I would try a (.75:1) for a first pass. I think you should consider shaving weapon attack values a little as well to help with late game one-shots. Currently the power curve ramps up hard enough to leave older units mainly useful as speed bumps about every tech a
I really like the converted demon model; were you going to take off the spikes as well or leave it as giant with large axe?
Thanks impinc, love having Artifacts integrated! Are these also "Lootable" from monsters? Checked the package and it does not look like it.. Also did you add some more custom monsters in .99 by chance? Looks like something new is in the lists...
@ Aerion Istari: I agree with you about the channeler items; I suggest popping over to NimbyJesters staff mod, is the closest thing going currently. @ oddrheia: that would be great! Just don't let us distract you from the Golem King stuff; I am waiting on your full tile set to come out before I p
I actually make all of the staffs available in the shop so I can buy and outfit characters instead of spending talent points. Gold eventually gets cheap; I usually price these at ~300. The AI will use any special abilities it has via weapons; the problem is going to be getting them to equip them in the first place. Honestly maybe wait on 1.19, hopefully we will get some more AI hooks to make it use combinations of weapons. Or really anything aside from biggest tw
No worries I am all good; I just wanted to break your assigned race mount restrictions and was wondering what the most effective way to go about that was. Your answer gave me everything I need to bust out a quick script to paste the needed sections between Expanded Mounts & Expanded Factions to reconfig them for my personal preferences. (I was doing something silly, complicated, and manual using both mods at the same time before)
Surprise, I am voting with Kenata. [e digicons]:P[/e] I think his system makes the most sense, especially considering the "families" of weapon types. For troops you could cut it into "roles" and only upgrade a trooper to a new version of a unit that matches his "role": Archers : duh Bashers :club, mace, battle hammer, etc. Pole Arms: staff, spear, warstaff ( NEED MORE POLEARMS )
1 + 2) Thanks for the info; I agree with your design decision for adding specialized mounts as faction differences to the vanilla game, was just wondering if I needed to go about "rolling my own" for that. Cheers. 3) " This game has no elves. Damn, I hate elves. Hmmm thats it, I am creating an awesome custom faction.... so I can kill some freaking elves. " [e digicons]:rofl:[/e] &
"Mud" is in the current vanilla game spell lists, just not enabled. I liked that spell too, but I think we should leave it for the devs since they have a plan. @ Murteas: > I say we split the load; since the Summons take so much effort I will volunteer to manage that creation process / coding. This process will be driven by what we get for submitted art. > Why don't we wait for 1.19 and its better AI to do AoE for Tactical? 
@ Aerion > Updated Weapons does more for tactical combat to make it interesting than anything else I have seen (IMHO). The 4 new Battlefield spells in MG were all designed to explicitly make tactical interesting and open up options. But I am biased on both counts [e digicons];)[/e] That is the list of mods I play with as well; nice to see that Artifact got bundled with ACP, makes life easier. I am also a fan o