LightofAbraxas

LightofAbraxas

Joined Member # 3084921
42 Posts 752 Replies 15,587 Reputation

Also, since I see that this guide hasn't been updated in awhile, the following tags also work: CannotBeCounterattacked - does what it says. CharmTarget - takes control of target (calculate can be used here to give a percentage chance) SetUnitStat - Sets a stat to a specific value, rather than adjusting it up or down. (mentioned above) Before you say anything, yes, I'm confident that you already have these down

16 Replies 69,212 Views

I don't know why, but I feel strangely compelled to add my opinion to this thread. Disregard, if you'd like. All it takes for me to be disappointed in this game is to read back through the old Dev Journals and to take stock of the big and interesting ideas that were slated for the game, and then to play (even 1.1) for 30 or so turns. I think that there are easily 20 mechanics that just didn't make the final release for whatever reason. Stardock has said that they felt the game was fin

54 Replies 48,780 Views

[quote]This really has me wondering if it's even worth playing WoM any more until FE comes out. It sounds like future WoM patches will be bug fix oriented, and not change some of the balance/flavour issues with it. I like the core concept and much of the game, but have to say I'm starting to find it a little monotonous and the implementation baffling.[/quote] Yeah, I don't think you're alone there. I probably won't play much, if at all, until the second expansion is released. Or the f

73 Replies 208,800 Views

I agree. I think that Stardock should broaden the scope of their hiring to China. Call it "insourcing", if you would like. They could easily extend their strategy of hiring industry vets to a market in which there are many, very experienced individuals with this specific skill set. Also, I hear that Dale is available.

113 Replies 60,700 Views
Reply to City Rush Mod in WOM Mods

Well, depending on how you want to do it, there might be a way. I noticed that there are a couple of lines in the ElementalDefs.xml that look like this: 0.0 1.0 You could mess with these values after copying and pasting the file to the mod directory. I assume that the cost would be i

3 Replies 2,587 Views

[quote]As a custom sov weakness... [/quote] Nah, it's not that bad, as long as I'm careful when I sit down.

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My crystal balls say: "Some time this week." For the announcement, I assume.

24 Replies 22,853 Views

There were a couple of words. Strangely enough, they were "howler" and "monkey". I'm not exactly sure what this means yet.

24 Replies 22,853 Views

[quote who="Jam3" reply="167" id="2864959"] Quoting LightofAbraxas, reply 165 Quoting Jam3, reply 164 Well maybe someone can address the problems with Civ 5 here now that Jon is here lets give him a chance to defend... On second thought, NDAs mean that this won't be adressed. I really don't care to get involved in this debate. So you know for a fact that Jon is still under contract with Firaxis? Or is t

206 Replies 657,794 Views

[quote]As someone who has heavily modded elemental, I can say that this is not at all a problem. Men refers to the specific race of the unit, as they are men, whereas Kingdom refers to the faction that these men are aligned with. While this can be confusing to the uninitiated, it is fairly straightforward with respect to the overall modding process. [/quote] kenata, you're the man. *Edit* Also, I agree with kenata. Confusing, isn't it?

127 Replies 53,576 Views

[quote who="Supreme Shogun" reply="29" id="2864706"] On a programming note, I'd like to ask a question - If I was to create a damage spell that does damage to a "squad", let's just say 2 damage per guy in the squad.. squads are teams of four. Single unit stuff, I'm ok with damage spells. Right so, later on there's teams of 8 and 12... A) Is it possible? and if so, can you direct me to an example or tell me how to adjust the code?<br

38 Replies 96,391 Views

Some spell-related requests. 1)Allow substitution of models. This would allow a variety of transformation spells. 2)Allow Calculate to reference resource values. This would allow for adding custom shard type power increases. If I understand the code currently, the influence of shard posession on damage is hard coded. A big limitation for those of us who want to expand the magic system. 3)Allow for a "rounds in effect" reference, used for gradually increasing/decreasing

127 Replies 53,576 Views

[quote who="Capn Darwin" reply="6" id="2863893"]Well strike that 1 = 100% thought. Firestorm is CastTime of 2. Both have wiped out my full AP if done first. Perhaps we are looking at a bug in the main code. [/quote] I don't know if it's a bug, I think it's just not hooked up yet. There was talk about getting casting time into the game a while back.

10 Replies 4,762 Views

*Updated* Included optional file to slow arcane research down quite a bit. Now, getting level 5 spells will take some time. With the optional file, sovereigns must meet stat requirements for all spells, which have been lowered slightly from vanilla.

36 Replies 19,730 Views

Question: Do you all have typical values that you use when you want an effect centered on a target's head or the middle of their body? I've tried and haven't been able to get it just right. Just curious if you other spell modders have any "best practices"?

6 Replies 3,598 Views

I would like to politely request that people stop bumping this post. Thanks to infrequent outbursts like this, my blood pressure is just absolutely fantastic. Similar to an 18-year-old triathalete. Because bottling it up is just unhealthy. But. It's out of my system, so let's just let it die. Thanks!

10 Replies 7,125 Views