Can you have an advanced interface for me? Maybe something you add after the basic is completely finished? I don't have time to test it out extensively right now, but I will give some feedback when I do some more quests. Still trying to finish up the Path Mod and update to .98.
seanw3
I WANT ONE!!!!
When modding is opened up, I hope to see some tutorials on how to make our own stamps and mod the vanilla ones. I could spend hours adding in specific terrain features and strategic scenarios. For one thing, I think most mountain passes should be one tile wide. Since a tile is hundreds of miles, it would be better in both representational mechanics and game mechanics to have this kind of choke point. I like the idea about having each tile offer some special strategic penalty too. And finally
Wow. Nice symbiote. How does it look with armor on?
It's tricky that we have to create the hoard and not the building. Tripped me up a while back until I got with the program.
The first tier weapons could even be old weapons from long ago that are rusty and weak. Later game weapons would be newly crafted and then masterly crafted.
[quote who="Lantec" reply="41" id="3232852"]Facts are stubborn things....and whatever may be our wishes, our inclinations, or the dictates of our passion, they cannot alter the state of facts and evidence.[/quote] Obviously he never thought about mass media. I don't like being ruled by facts. What is important is that the information I get sounds true to me.
I agree about backswing. It is a good concept, but we can do better. The major advantage of an ax is its ability to put the enemy on the defensive. Several wild strikes at their shield prevents them from taking the initiative. I am going to try two things. The simple thing could be to add a second strike to all axes. The other thing could be to have a successful hit slightly reduce the initiative of the defender. I would also like to see one handed axes get a short range throwing op
The latest version of my mod is called 1.952.024. It will be 1.980.001 when it is compatible with .98.
Re: Title So the game is completely weak to blunt damage? Gonna get out my Mace collection.
[quote who="Savyg" reply="14" id="3233560"]I love Biowares new titles myself, but I wasn't really a fan until I played Mass Effect anyway.[/quote] You can't please everyone, but some people can be pleased by anything.
Nice to see the quest mod getting more advanced. It's a good idea I guess to make the quest maker with light modders in mind. I will mostly be using it to simplify making encounters and choosing choosy things like the tile I want to use and the pictures for each frame. Beyond that I can do the objective complications and complex functions like a choice requiring an item. The trick is to lure people in to make their simple mods. Once they start getting aspirations, send them
You can't really do that with the current modding capabilities. If they open up the source code at some point, you could do it. I see where you are going with this and it doesn't seem worth the trouble. The AI for heroes is constantly looking for the best equipment. You might be able to make a spell that adds better equipment to a hero. You could even make a special set of summoned weapons that a spell unlocks a tech. From the tech, you can then upgrade any unit with those weapons for
There were few changes to the actual xml in the last update. I look at each new file and decide if they changed it more or if I did. Then I either add my stuff to theirs or their stuff to mine. It's mostly copy/paste. For me, I am doing alot more content and balance than they are, so I tend to add only a few of their ideas to my mod. For instance, in the the last update, .980, they have added new balance to city leveling on the cityhub, which is inferior to my adding it to the cit
There is a spell to restore the land, but it takes till the endgame to get it.
Right now we are mostly backing up the core files and modding directly from there. If you are just doing a minor change to production, You would want to still probably do it this way. It's pretty easy to go in there and change the labor costs. A good starting project for any modder. Might want to check out the FE Modding threads for reference. Oh and welcome to the dark side of the forums... [e digicons]:cylon:[/e]
How about a slider for the number of available sliders?
Just to psych myself up about the next round of trait work, I have learned some good tricks from traits. I initially was going to add an ability that has a cooldown of 8, does something unique like ignoring armor or guarantee crits. It would have a serious cooldown, but you can get multiples of a trait to use it more often. This doesn't really work because abilities can't do everything I want. Then I realized i
Nice post. [e digicons]:thumbsup:[/e]
Now that we are playing without the 3 turn min, the balance of early game production can really take off. I won't have a chance to play for a bit, but come next week I will have some feedback. It's just so painful to play on normal settings. Yep, I'm a world settings snob. [e digicons]:hrmph:[/e]
BTW, Hf, if you wanted to make some minor adjustments, the Path Mod is going to be almost modular. The only thing you would need to do is add the necessary background stats and disable the vanilla level traits. I want to make the Path Mod modular once the core game goes gold. I would do it, but I am already up to 180 traits and at least 100 spells and abilities. Probably a long shot that you'd want to take the time, but I know your mod subscribers would love it.
The AI has no advantages on that difficulty. It has to scout just as much as you do. You actually are the one cheating on this difficulty level and still cannot keep up? Perhaps a switch to the lowest possible difficulty is in order? It takes a while to learn the basic strategies for success.
EA is the Detritivore of the gaming industry. They buy a name and then suck all the value out of it. If Bioware was smart, they would have planned to all meet up in five years after the EA contracts were up and start a new company called Lifesoft. Then the joke would be on EA. Right now it is on us.
I gave all monsters that fight alone at least 5 moves and high initiative so that the player can almost never kite them. The most easily kited unit is the lone monster.
The exciting thing about Elemental is that it is really the first step towards user generated content on a new level. I have always been of the opinion that game makers should be making platforms on which the user can create the story and share it with others. We are another step closer to those holodecks in Star Trek. I am sure this is how it all started.