we need KNUCKLES and CLAWS :) so we can make a Monk class, yes!
EviliroN
EVL_ please
[quote who="Carewolf" reply="13" id="2759665"] Quoting Nimbyjester, reply 10I have been thinking of making the attack speed penalties % based. So any additional attack speed given to the units has a lesser effect. I've beentrying to stear clear of adding flat out decreases as a whole as it has a greater risk of ending up with a unit with zero or negative stats, especially if mixed with other mods. /quote] what i did for my mounts was for 1 set (brow
noob question: can you give us a run down on what a 128x128 is in game terms, please? 64x64 small? 128x128 med? 256x256 large? otherwise very cool
just a quick comment, aren't custom factions put into here by default? drive:\Users\name\Documents\My Games\Elemental\Race
i guess, in a way, it's too bad. i assume if it were an across the board thing, they'd have an easier time debugging, no?
[quote who="Heavenfall" reply="18" id="2757963"] Edit: Abilitybonuses also have the doubling effect. [/quote] I edited the core abilitybonuses file and am not getting a double on it. the only thing for me that was doing it was improvements and I've since found a way to not have to edit that file for my mod.
Or kick it back old school, FFI style, where you went on your journey as a Red Mage then after you complete the trigger, you became the Red Wizard and looked much more B.A. Became </p
ok i may have asked this in a way, but i still don't seem to grasp it. I am remaking the data.zip, with core files only, yet modifiers and text are being duplicated, why is this when there is nothing to duplicate from? P.S. Plz don't tell me to put down the matches and leave the fire playing to adults :)
Staffs Like spears they are more of a defensive weapon. I gave them a small dodge bonus to make them different from spears. - Added +1 dodge to the staff - Added +2 dodge to the war staff I just had an idea, since a staff should have range to it, maybe instead of a defensive bonus, or in addition to, they could have the no counter attack ability in them? if possible
[quote] I had a look at Kenata's mod before I started this and although adding abilities to weapons is a great idea; I didn't like the way in which it had to be done. To use the abilities you need mana, so Kenata has had to add essence to the weapons. However this enables champions with no essence to cast spells and level up their essence stat. Thus negating the Imbue Champion spell all together.[/quote] yeah i didnt like this part about that mod. i di
This mod looks great............. IF you add in https://forums.elementalgame.com/393822 dual wielding. Because if you overhaul the wep stats like you did, then i add this dual wield mod, they wont make sense. good work
something i noticed and i dont know if you could workaround this, some weapons give essence. then when you level up you can assign more essence. so basically its "imbue hero" without losing anything. just a thought.
i already asked the question, look at the last post: https://forums.elementalgame.com/393977 edit: i modded things a bit and the AI seems to spam less but with broken improvements, i wouldn't advise it unless you want broken things too. """I'd really like to see a mod to buy and sell cities in the Diplomacy window. Best way to stop city spamming is probably
Making a new data.zip file essentially breaks the game. This must be it, because I am not copy+pasting anything, no duplicate files or any of that.
does the ai use these features?
Here's my question, I seem to be getting this overwrite but I am not modding files and placing them into a mod folder, I am simply modding the core files and leaving them where they are. Yet I still get this doubling and say 4 townhalls appearing on the tech tree description. Apparently, it's quite like what BlackRainz has been having, yet I am not modding any tech files.
as for: 1) Increase the min distance you can place a city from another, I think that part's internal atm oh well for now
thank you letterboxart, that pretty much solves one portion of the problem. now to see if the AI can handle it or they lose all their armies.
someone suggested it could be a python thing, that's bad news bears for me if it is
Yeah I didn't bother looking in the string file because I figured it would be like SOASE and just be the info type stuff. Another idea I just thought of now is to see if the pioneer unit/ability can be modified instead of the actual city.
Primer: I've been balancing my game and have finally gotten to the point where I want to do a couple things with the cities. 1) Increase the min distance you can place a city from another, this will reduce city spam...
I have use mods checked, and have the modded files in the same folder, and yet i get nothing. Is it because for some reason it is timing out when i try to use "mod library" ? Do i have to get in there to set which mod to use? thanks
Seems like any 'Empire' custom faction's tech research is completely broken. At least that is the only pattern I can see. I advise against making them for now. Noticed this when i tried to start researching
its 1106 CST, so just after midnight for EST and update is live