seanw3

seanw3

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

Oops, thanks. I am thinking about a new name for the mod too if anyone has any ideas. So far I am think about calling it Sunnyworld for the sake of contrast. [e digicons]:sun:[/e]

856 Replies 2,037,970 Views

Actually, an increase based on relations would be fitting. The AI actually has a two-way relation mechanic with the human player. We might try a percent increase in costs for every diplomatic point you have. So having a net of +4 relations would be +20% shop prices. +8 net would cap the bonus at equal to my own costs, so you can't game the buying system on good relations. Then for 0 net and lower you start to pay massive sums. If Lord Verga paid 800 Gildar for that Greatsword, I would pro

16 Replies 4,350 Views

You might want to adjust some of the numbers. I give out alot of stats because the weapons in my mod do very little damage. In general, a 50% nerf to all attack bonuses might be a good idea. Instead of +1 attack per level, +.5 per level and so on.

856 Replies 2,037,970 Views

This is not a bug, it's a game mechanic. It would be wise to talk about it in that context if you want to persuade the powers that be.

46 Replies 45,991 Views

Everytime I talk about the Stardock company in business conversations, people think I am saying startup company. They keep exclaiming that I shouldn't put so much faith into it. They seem to think you are a high risk company... Like the new logo though.

44 Replies 96,334 Views

That would be great for my more complex spells. Like the one that locks a unit into a faster timestream and poisons him. Hehehe...

17 Replies 18,873 Views

[quote who="DsRaider" reply="16" id="3234403"]I thought all units rolled for accuracy together... It makes no sense to me they would do it any other way.[/quote] Incorrect. Each soldier in the unit rolls most of his stuff separately on attack. He has his own max and min attack and accuracy. Resists, defense, and other stuff are one calculation. It is a little counter-intuitive, but I don't see a change in our future any time soon. I hope the disillusionment helps you plan bet

18 Replies 48,473 Views

The new version 1.980.001 is up! This one totally redefines hero paths. You can now enjoy a much more focused design for the RPG aspect of the game. It meshes well with the improvements I made the strategic side. The next step will be the crossover. I plan to make Path of the Governor into a full feature mix of strategic bonuses and hero progression. I want to nail down the basics before I get into that stuff. Check the link in the OP to see all the wonder

856 Replies 2,037,970 Views

If you look at the actual code, it is a calculation on the AI Value tag. I would have to test it, but the simple logic is that the AI is using that priority to decide which spell to cast. It seems the AI chooses who to perform an action on based on this number. A higher priority on stoneskin, causes the AI to cast stoneskin before any other spell. A higher priority on flamedart causes the AI to cast it before doing anything else. I would have to test it further, but if that is the case, we ca

17 Replies 18,873 Views

Five units have a greater chance for at least one unit to hit. If one unit hits, no others get backswing. So the more soldiers in the unit, the less chance you have to get a backswing. So axes are not good for later game scenarios when compared to weapons with bash or counterattack or armor pierce. [quote who="DsRaider" reply="13" id="3234379"]I don't think anyone on this forum has used axes, swords, or spears in a real battle.[/quote] We do things dif

18 Replies 48,473 Views

So do the tags work right now? If not, that's fine. As long as they get turned on at some point, I love the design concept.

17 Replies 18,873 Views

[quote who="Heavenfall" reply="3" id="3234365"]It will be quick and quiet. If you get shot you will be left behind. Save one bullet for yourself.[/quote] I am going in with 2 kilos of C4 on me chest and a dead man's switch. He ain't taking me alive. No sir. [e digicons]>:([/e]

16 Replies 4,350 Views

This is so much win, but how much of these can we add before it starts slow the game down? I already have a ton of these I want to implement: Check if enemy is poisoned, then cast haste enemy. Check if ally is poisoned, then cast slow ally. Check if enemy has 50+ armor, then prioritize target for elemental damage. (Staves too!) Check if unit is powerful, then cast enchantments to make it invincible. Check if unit is powerful, but wounded,

17 Replies 18,873 Views

[quote who="DsRaider" reply="11" id="3234321"]Backswing is the one thing I don't agree with here. We already have spears for armor piercing. You could however switch it so Spears get counter, Axes get pierce, and swords get backswing. That makes more intuitive sense to me anyway.[/quote] These sound like words from someone who has never used a weapon in battle. Most of the changes you suggest are counter-realistic, but could work from a pure balance perspective. I t

18 Replies 48,473 Views

[quote who="taltamir" reply="43" id="3234162"]This will break suspension of disbelief.[/quote] Then you will hate my life 5 spell Miracle Day. It gives all units max strategic regeneration and 1 tactical regeneration. That is all units in the game. =)

50 Replies 33,223 Views

Finally. [e digicons]:beer:[/e] I know we have gotten alot of love over the beta process, but there is still much that we could do with some bug attention and the stuff in the mod requests thread. The whole world change thing is still sending me for a loop. I wonder what other goodies we will get come 1.0.

22 Replies 14,101 Views

w00t! I finally finished the first installment of the Path Mod. Now I just need to update to .98 and start editing each hero/Sov. I don't expect that many outside players since we are looking at a new update next week and the new mod is bound to have bugs, but it feels nice to at least finish 100 new spells and 200 new traits.

856 Replies 2,037,970 Views