seanw3

seanw3

Joined Member # 2990919
182 Posts 5,819 Replies 1,616 Reputation

You are wrong. Teleport is a powerful and ancient spell. It requires a high mana cost to account for its extreme power to be able to attack and defend. It forces a Sovereign to choose between having several wizards by his side or a small number and the free use of this devastating spell, allowing the Sovereign to attack his enemies at will and defend any of his or her cities at once. I personally don't rely on it because there is too much to be gained from leveling 10 wizards at the beginning

62 Replies 165,320 Views

Well the balance I choose to uphold is wood-->Metal-->Refined Metal-->Magically Imbued Metal--> Magical Metal (may or may not be imbued)-->Legendary Artifacts. If the game comes standard with this mindset that is great. If not, I am happy to share. The prices should affect these milestones and each weapon at every milestone should allow drastically different strategies. I am not trying to say my version is better, but just look at all the duplicates and strategic

13 Replies 10,113 Views

I think weapons should be valued based on tech level and materials they are made out of. I have also come to the conclusion that attack values should be changed to reflect this. Armor seems to stack and should probably be 1.5x more expensive as a weapon of the same class. Does anyone have a weapon mod that I can alter into what I propose? It would be nice to start with the values I see above.

13 Replies 10,113 Views

Try Gnilbert's mods. Best Magical Equipment Bar None!

8 Replies 6,557 Views

For me, since heroes are now useful at level 3, I don't care as much when one dies or is crippled and sent back home. There are plenty more out there to recruit and I can equip them with a crippled unit's gear if need be. The only problem I am noticing is that regular units seem to be the only thing used by the AI and I can't change that. They also build ridiculously easy to kill armies since I discovered the power of working elemental nodes. I can literally wipe out an entire army with one s

1 Replies 1,209 Views

I recently got a chance to take a look at the hero leveling system. CoreUnitStats.xml turns out to be a very easy to mod file that changed everything I thought about this game. I was literally two clicks from archiving the game when I decided to see if I could fix the things that were bothering me the most. Heroes are magical galss cannons in the vanilla version. I decided to give them some more advantages against regular armies. The key is to make your own decisions about how much you want e

1 Replies 1,209 Views

There are alot of problems and complaints about not having a fair set of resources. I suggest those people play around with the map editor. This is really the best part of the game. You can set up exactly what resources you want at each starting location. Then you can randomoze the starts or pick a specific place for any faction (including the ones you made yourself). You can control the number and distance of monsters from start by strategically setting the forest and swamp tiles at a distan

3 Replies 1,809 Views

I really just tryig to create a big enough thread so that the powers that be take notice.[e digicons]O:)[/e]

30 Replies 17,585 Views

@Raven X, Right now I am using the flags feature to get the reseult of different quest options and outcomes. I think that is there are a string of 4 quests and the previous three all provide either a unit or an item, you can then use a flag that requres all or some of those items and will give you a different choice list/options based on that. The problem is that a quest can't recognize a previous quest.

47 Replies 138,970 Views

I just read the quest tutorial by frogboy and it seems he intended us to use the gamemodifier and set it as unit. The modtype is map. You should take a look at the functions for map on the tutorial. One of them is SummonUnit. This would seem to allow a creature to be spawned that is not of your faction. It is listed there as 4.k.

30 Replies 17,585 Views

* Any Land Forest City Mountain You may have moved on but I might as well post a few more things I am thinking of using to do what you wanted...

30 Replies 17,585 Views

I am trying to focus on storytelling as I have no idea how to animate beyond the braod philosophic strokes I learned in college. I will save this for winter break. [e digicons]^_^[/e]

7 Replies 37,990 Views

This is a great post for begining quest making. I have been thickheadedly loading a massive map to test my quests lol. I guess we all need the basics.

34 Replies 115,319 Views

I would hope that after they open the python to us we can change it so that it works. The only reason we can't now is that their quests didn't use the function. [e digicons]

30 Replies 17,585 Views

[quote who="[Bravo]" reply="110" id="2769523"]Epic hero and item creator similar to the Sovereign designer. At the moment, I think we're missing a little flavour due to a distinct lack of high level characters and items on the main map. Currently we can make a Sovereign and then turn them into a hero via .xml manipulation, but what we really need is a gui'd creator which allows us to make a hero and then plug into the map - giving him items and abilities as necess

154 Replies 397,944 Views

In that case I would try using this from the summoning section: Unit SummonUnit Imp Imp 3 -1 <

30 Replies 17,585 Views

This ought to do the trick: Unit UnitJoinArmy EscortSon01 Unit This will let you choose the person

30 Replies 17,585 Views

First strike is currently a feature that we have, but it is broken. [e digicons]v_v[/e]

3 Replies 4,156 Views

"Basically what I would like to see is a detailed manual of what can or cant be done with the modding engine and examples on how to do it." This is what he was talking about in the OP. Not what you want added, but what you want explained. Teach a man to fish...

154 Replies 397,944 Views