Any chance quests will get new trigger types? [e digicons]:w00t:[/e] Either way, the game seems headed in the right direction. Might also want to mention the bit about encumbrance for the people that only read dev journals.
seanw3
So what you are saying is that the world, sun, universe, does in fact revolve around me? I already knew that.
You are correct. I forgot about that. Edit: They should probably be getting some extra attack damage from Dexterity then.
There are a few I am planning for the Demonology section of Ivory Towers. Some of them might also fit into his mod. Alastor - Nemesis Demon. High Accuracy ranged attack. Every successful hit increases poison ability. Tactical Only Cacus - Giant that breathes fire. Would need to be an endgame option. Strategic only. Lechies - Small demon that can grow to immense sizes. Vulnerable when small. (I would like to do a random growth spell for this o
Summon 6 Pack: +1 to Strength, -1 to Intelligence. All female models get 50% more polygons, some guys too. [e digicons]:beer:[/e]
The problem seems to be that only regular troops will ever suffer from encumbrance. No matter what stat you use to define it, heroes will be getting alot of it from leveling. Regulars don't get these bonuses and can't change gear. They are the only ones affected. Mounts make it even less important. The fundamental question is what is this mechanic supposed to be doing? On a heroic level, it is supposed to give heavy armor to defenders and warriors, while making it harder to
Mushroom Pack sounds more like a Life Spell. We do have a Noxious Cloud that will do basically the same thing.
Like the Pestilence Demon. Some good ideas on abilities. Here is what we have so far: Summon Spell Summon Air Golem Summon Shadow Warg Summon Shadow Warriors Summon Air Shrill Summon Air Guardian Summon Storm Serpent Summon Air Lych Summon Shadow Warrior Clan Summon Noxious Cloud Summon Air Elemental Summon Northern Wind Summon Air Dragon Summon Shadow Warrior Army Summon Chaos Demon<br
i think everyone is just busy with the superbowl.
A 3 week beta wait? Sweet Moses it better have new monsters!
Heavenfall and I, seanw3, are working on a summoning mod. We have about 80 different summons so far. Now is the time for the community to put in their ideas! Guide: -Make sure your idea can be done with the current models and the models from Hf's mods. Things can be colored or made transparent. -We are looking for a variety of units with u
It's a good thing to suggest whatever comes into your head. It's a great thing to put those ideas in a separate post so that dev blogs don't go off topic into the realm of wishful thinking. One thing to think about is that we can create our own resources fairly easily. You could even have several types of diplomatic capital that do specific things. And it can all be produced from the current diplomatic buildings.
Meh, Kurt Vonnegut Jr. didn't know a lick of science and he is one of the greatest sci-fi writers of all time.
I am a shameless promoter of modding, but if you have the time, the UI is extremely moddable. Go for it.
[quote who="unacomn" reply="5" id="3075891"]And the sovereigns are actually the missing primarchs.... wait... ... MOD IDEA! [/quote] Wonderful
It already gives you special units, bonuses to diplomacy for having alot of it, and you can trade it for resources. I think just giving it a bigger bonus towards diplomacy would be a reasonable balance.
Maybe this is a subject better suited to beta 2. You make a good point about Strength being too good.
Guys, it's the weekend, I am sure Frogsy has other stuff to do. No point in filling up his post with game changes.
Well the Seahawks sucked this year so as long as the commercials are good. [e digicons]#:([/e]
Prediction: The game finally find its FPS roots and they rename it Elemental: Unmodern Warfare
One thing you can look for in my mods are buildings unlocking traits that will give your trained units bonuses based on your specialization. Stat bonuses per level are a fun gameplay feature, if you can balance it. I hope that regular units get some of this in the core game.
Maybe because rage makes us drop our emotional baggage, so we have extra room? How about the max being -50% Strength, -50% Initiative, -100% Dexterity. That is my solution if we are staying true to the core game.
That is my point. I would only need to mod it if it doesn't get balanced. Armor is not looking too well balanced right now, largely because weight doesn't matter. I believe that an overly heavy unit should be immobile or at least useless in a fight. There should be serious consequences to not designing a good unit. Otherwise the whole concept is meaningless.
Take off the armor. The encumbered function has only three levels to it. -2 Strength, -2 Initiative, -1 Move would be the highest penalty. It should be enough to make you take off the armor or design a better unit. That is just a number I would start with. I would have to test that this actually makes being encumbered a problem. I may have to double it.
I am going to mod the penalty to being encumbered so that it does something like -2 Strength, -2 Initiative, -1 Move. There is no need to mess with the armor itself. All mods need to be modular if possible.