Bobby Hardenbrook

Bobby Hardenbrook

Joined Member # 3037513
4 Posts 55 Replies 330 Reputation

[quote who="Bobby Hardenbrook" reply="16" id="2771058"]yesyesyesyes, thankyou! I've been working on a custom quest and running into a wall whenever I want to do something beyond the most basic fedex or "go to this hut and kill stuff" quests. I see hints and glimmers of a lot of capability but have spent hours knocking my head against a wall trying to do more complex stuff. I have aspirations towards doing a whole pack of quests. I could see how doing ent

34 Replies 115,147 Views

I'm with you NTJedi. I want to do what you describe as well, and quests that result in unleashing hordes of monsters if you fail or run away, and quests that result in lairs appearring that spawn off monsters from time to time. Plus little branching quests and little campaigns, etc. I also want to create lairs that spawn monsters and maybe even grow more dangerous over time for that matter, which is a seperate but related topic relative to quests. Also custom minor factions woul

34 Replies 115,147 Views

yesyesyesyes, thankyou! I've been working on a custom quest and running into a wall whenever I want to do something beyond the most basic fedex or "go to this hut and kill stuff" quests. I see hints and glimmers of a lot of capability but have spent hours knocking my head against a wall trying to do more complex stuff. I have aspirations towards doing a whole pack of quests. I could see how doing entire little mini-campaigns should be doable. Loo

34 Replies 115,147 Views

Well after a few more hours I can't find any way to do what I wanted ;( Tried the gamemodifier tag, the summon tag, encounter, etc. Can't find any example of, or documented, way to have a quest objective spawn a wandering monster. I can spawn goodiehuts using gamemodifier, I can spawn a friendly unit residing in the same tile using the summon element, and I can spawn a enemy unit that I fight on the tactical map using the encounter element,

30 Replies 17,541 Views

Darn, it seems that the SummonUnit atribute only summons the unit as a member of your own faction, and only on the tile where the objective is located. So the radius option isn't functional for that attribute. This is very frustrating since a very simple XML schema for the quest-related xml files would save hours of blind poking around.

30 Replies 17,541 Views

Doh, I should have thought of looking at the summoning examples, thanks! I'll try this later tonight. Starting to get excited about the quest modding capabilities, could make whole little mini-campaigns with enough time and effort.

30 Replies 17,541 Views

I also want to make goodiehuts that function as lairs that spawn monsters from time to time, I assume the xml to do this would be the same as what I am trying to achieve with my quest. This must be possible because I remember this was happening in one of the beta versions.

30 Replies 17,541 Views

Thanks Sean, I did see that in your Dawn example quest, but I'm wanting to have the unit spawn seperately from my stack, so it becomes a wandering monster. Again, tried a bunch of variations of the gamemodifer stuff and just couldn't get it to do it. I'm sure it must be possible but I'm failing to figure it out after several hours of trying. I'm making a "go kill some zombies" quest, and I want a zombie or unit of zombies to spawn in the vicinity of the quest destinatio

30 Replies 17,541 Views

Has anyone been able to get a quest result to spawn a unit or unit group? I can see how to get a quest to spawn a goodiehut, since there are examples in the corequest files. But I cannot figure out how to get a unit or unit group to spawn based on a quest result. I want to have a unit spawn if the user makes a certain choice. I assume you use the gamemodifer as with spawning goodie huts... <

30 Replies 17,541 Views

I'm working on a quest to, and eventually intend to do a whole pack of quests. Very slow progress so far, the XML for the quests seems to be a tangled nasty mess and theres a lot of stuff for which there is no schema or data dictionary that I am aware of? For example, in the QuestConditionDef you can use flags such as... RevealTarget Beyond looking at the core game quests, theres no listing of the available flags that I am a

4 Replies 2,384 Views

Hey Raven, would you mind if I used your zombie and/or skeleton texture for a quest mod I want to do? Would use them as monsters in a couple quests. I'm new to all this and not sure what the etiquette is for sharing mod assets.

134 Replies 302,366 Views

I'm not familiar with Dark Sun, but it sounds awesome! Also, I'm for anything that gets us more factions, especially factions with their own unique spellbooks and tech trees. Also, love the idea of new resources added to the game.

20 Replies 77,601 Views

Are there any other race/faction mods that are this far along yet? I'm excited at the prospect of eventually playing a game with several different unique player-made factions in the same game, along with the standard ones. Also, is anyone dabbling with custom quests yet? Seems like the addition of some player-created quests would add a ton of flavor to the game. I want to do custom races and quests eventually, but thats gonna be

134 Replies 302,366 Views

Congrats man! This looks so awesome. You'll have one more download tonight as soon as I get home. Drooling at the prospect of the next version with actual new techs and a new spellbook, etc. Also a custom tileset for their faction area-of-control flavor would be niiice, and more custom buildings, and the new models..... ;) I am greedy, hahaha

134 Replies 302,366 Views

1.07 is officially stable as far as I am concerned. One CTD and one minor graphical glitch in 20+ hours of gameplay, thats acceptable for a game this early in the release IMHO. In fact thats the same rate of issues I've had with SC2. If 1.07 had been the initial release version I bet the early reviews would have been a lot better. Oh well, its stable now and Stardock has already showed the game plan out to version 1.3 with corrections to the balance and UI issues in

33 Replies 158,920 Views

You planning on doing other realistic textures Raven? I suppose you are busy with the undead rising and dragonlance mod stuff though ;) BTW, you are my hero for the undead rising mod, can't wait for version 2 and 3! When I think of all the possibilities for unique races and factions I feel a bit giddy. And then theres things like custom quests and resources and monsters that haven't been explored much yet. The power of this engine is starting to boggle my mind, aft

25 Replies 29,599 Views

Ok, I got the realistic Queandar texture working. Again, looks great! Had to tweak the Queandar texture definition xml file to make the percentage of liklihood values match the values for realistic Urxen... 70 30 5</Random

25 Replies 29,599 Views

Odd. I started over from scratch following the same steps and I was able to get the urxen realistic texture working, looks GREAT! Amazing what a difference a texture can make, adds so much flavor! But for some reason I'm still unable to get the realistic Quendar tecture to appear in-game. Repeated the same steps several times, re-started the game several times. Still no luck with the Quendar texture. Wierd.

25 Replies 29,599 Views

Did this and the Quendar one get broken by 1.07? I can't get either one to load, followed the instructions as described. tried playing as both races and could never see the new textures. hmmm

25 Replies 29,599 Views

Is it possible to add in custom tilesets and associate them with the new faction as well, so that the new undead faction alters the terrain within its area of control just like the kingdoms and Empire faction do? Instead of the terrain becoming pretty green(kingdoms) or dark/foreboding(empires) maybe it becomes "undead looking". dead cracked ground, dead vegetation, little opened tombs and skeletons laying around, etc, maybe a eerie green/black glow.

134 Replies 302,366 Views

My two biggest UI complains are.... -- it should NEVER end the turn until I click 'end turn'. It drives me nuts that it seems to advance to the next turn a lot. Maybe this could be optional? -- The foreign relations screen needs to show more at a glance. I want to see treaties, resources, relations, between myself and the other players and between the other players, like how civ 4 does it. Right now I have to drill into each and eve

6 Replies 6,010 Views

What we really need are some epic strategic spells that look cool, like storms that persist on the main map and cause various effects and look cool, major blights, plague corruption zones, etc, etc.

28 Replies 30,793 Views