I don't know. I am more addicted to the planetside 2 sales than anything else. Got double creds on Black Friday. It felt like pirating.... and then I needed more. I am thinking of breaking into my neighbors house and stealing their TV. I can fence it for some more station cash.
seanw3
Oh and PS2 is very fun. Even though it is free to play, you do pretty much have to spend some money to get the really nice weapons for advanced vehicles. But ground infantry is easily done for free. My team tends to stay in the air or run anti-air ground ops. The game is extremely addicting.
Ya, I didn't take that tag out, my code is so old it never had it. I decided I don't particularly want champion damage since they take plenty already. As you suspect, IsChampion needs that tag to work.
Jeagger with the NC. Carry on brother. @Ragnin, I kind of assumed everyone would remember the D&D definition of hold where you can't move, but still may attack. I have a more accurate tag for it in the next version.
Um, you have played MA right? Balances all that stuff. It's even ridiculously easy on the lowest settings if that is your thing.
Slow and Haste last only a few turns. So slow will give the unit an extra move and haste will give less turns. But the effect is balanced because you have the opportunity to kill that unit before it wears off. In the vanilla people were using the spell to negate a unit from battle. Now you have to focus fire on that unit to get a kill or else there is no point. Haste is good for getting a strong unit some early turns in order to kill enemy glass cannons. The spell is designed to offer more ta
Okay okay. I am doing an Hp patch on monsters and I'll take a look at making sure spell descriptions are up to date. Been Planetside for a while this weekend. BTW, Manni, there is no shame in starting with Some monsters setting and Fast tech pacing. It's kind of the main difficulty setting for the mod. Reading the Mod Explanation and watching my playthrough might give you some ideas about how to handle that large Hp. I like to punish people who try to turtle. Turtling is choosing a To
I'll do some now.
Yes, there are several monsters with too much Hp for how powerful they are. I have yet to play all of them to get a good balance feeling. Still working on it. Until then, go into the CoreDifficultySettings file and chance the difficulty you want to have a lower AI Hp ratio. That is the setting for you if the Hp is just too much. Good luck.
Sorry about the sound. The new mic I bought has a dastardly short length, making the choice having the left earpiece on my cheek and easily heard sound. I am getting some software to boost the gain for my next episode. But at least I stole 4hrs of your like away. [e digicons]:)[/e]
I, unlike the powers that be, don't think you should add in abilities that the AI can't use. and that totally break the unit mechanics. I'll replace it when the devs go ahead and implement tile based tactics for the AI.
I give permission to anyone that wants to take a slice of MA and make it modular. But I don't really have time for it.
Hmmmm... I could switch my mod's defenders to do just that.
I self-identify as having no gender. I find the concept irrelevant in a cultural context. But I digress.
Actually, since we are the only two completed massive mods, there is probably no one that would choose to play one without the other. I mean content plus better gameplay and strategy is a nobrainer for almost any gamer. But, you would have to add a ton of BG stats to my mod to get it to work and then you would have to edit every unit and hero in SW to use my traits. It could be done in a week or two from a committed and knowledgeable modder. After that it would just be a matter of adding some
I will see if Werewindle can suss some of this out. I do not have the inclination to learn how to make ours compatible. But he is much more versed in teh codes.
[quote who="rlane48" reply="87" id="3283268"]I was interested in trying, so I threw one together too -- spears that deal fire damage over three turns with a fire attack scalable to unit size. It's doable it seems.[/quote] Could you post your code? The problem we are having is specifically with ranged attacks, which are in contention for buggiest function of the year come awards night. MeleeAppliesSpell does not work on ranged attacks. A melee unit is a whole d
You don't get a gender. There is no gender if I am the only one that exists.
Okay, the last episode III was a bust. Apparently I had some trouble with the new Win8 settings. I made a new one and this one has been verified. Sorry about that. Let's Play Master's Affliction: Kraxis Episode III
From my point of view it is all about me. The rest of you are just things I perceive. Ants if you will...
In my most recent playthrough, I noticed some disturbing and disjointed effects from the summoned units we call city defenders. Now, this has been posted the world over, but I might have some special insight given all the nuances my mod has added to the mechanic. And while, yes, this is a modded experience, I just checked it in the vanilla game with the same results. The problem lies in the summoning mechanic for city defenders. It works fine for the first battle, but after that, the summonin
Alright, fine. I'll polish up the tooltips. Sounds kind of dirt now though.
Tooltips are a polish thing. Basically I have the choice of fixing bugs, adding content, and explaining the game in tooltips. Usually that is the last thing on my list. And honestly there is so much content, it would take weeks to properly explain it all. But if someone wants to make a list of them and post it, I will fix them. Or, if you wanted to go in and fix them yourself, I am always happy to have help. But isn't it more fun to just build the Emblazoned Tower and find out?</p
Of course are. But it's a large project.
I am dealing with a new OS and the configurations are different for the software I am using. Bear with me while I figure things out.