I settled with something similar to what we already have but changed the colors slightly. Junk Grey Common White Uncommon Yellow Rare O
halmal242
Alright now that I am doing the research phase for the weapons in game I am finding a lot of discrepancies similar to what was pointed out in the bow discussion that happened on the board before. I am working on cleaning up what goes where in relation to armors. I might have to redesign how techs unlock as most of the "advanced" weapons were designed to counter "advanced" armors. In general it went something like this. People made chain armor in resp
Yeah to display any new texts in game you have to define them in the elemental.str file after you create the tier in the other files.
I think that you have to add them to the elemental.str file for the different tiers for them to be displayed. That is how the immersion mod works for changing the dates.
I know this is a somewhat semantics question but if I am going to do this I wanted some feedback as well. What should I name the tiers? Junk Common Uncommon Rare Ultrarare Epic/Legendary Artifacts/Unique I don't know what names to use which as I said is totally semantics but for some it matters as I do not want it to seem I am copying the "Wow" loot quality listing.
What about in the Elemental.str file where it mentions the different rarity levels, do I have to mess with that at all?
Hey guys quick question, is it possible to add two new tiers to the rarity of items? I want to add a junk tier and an epic with along with renaming unique to artifact tier. The idea is to add some more differentiation to the rarity display. Early game get only junk and rarely common. If you can take down something that has an uncommon slot great. Basically slow down gear progression for sov/champ but also allow for a high end differentiation by adding an Epi
Aye, I understand. I was just stating the ability to create a traditional spell style evaded me when I had initially looked at them until I saw the post by Frogboy. Thank you for attempting to help on this though. I might make a mod eventually that some kind of old school magic mod. But that is way down the road.
Aye but I was attempting to describe a different type of spell sysem similar to a traditional D&D system where a mage has to go out and buy or find all of his spells not just get freebies when he reaches a new skill. Skills would be associated with special moves not stat boosts.
Interesting, so you can make a magic system similar to a traditional magic system like D&D and Pathfinder. Well that is something to look into after I finish the weapons and then after I look at a morphing monster lair system.
After reading up on Frogboy's post about Destiny's Ember I was curious if it was possible to create a scroll that grants a spell similar to the unlock spell that only works for that unit and make it level and path of mage locked? I know we can do the pre-req for levels but can we add in the pre-req of path of the mage to be able to use it?
I decided that I am not going to mess with the magic system any more than I already have when I adjusted the techs around. While I wold love to have death spells be accessible by kingdom (at 50% effectiveness) it is not within the scope of this mod. Te only thing I might add for spells is a slight re balance of reducing the initial damage on some spells but adding a +1 per level capping at tier*5. So a tier 1 would cap at +5 and a tier 5 would cap at +25.
Heh I understand. I am not touching unit classes except militia for now as they are semi broken for the AI to use. Just a quick update for the new version. I am done with all of the armors in the game. I have completely updated all values to include robes, leather, chain, and plate. Hero versions that are looted and items that are technically armor have all been updated as well. Now working on the weaponry side of the mod. This is somewhat easier
That is exactly the problem I was discussing after you pointed it out. We can make the units manually but would the AI use them effectively. So while I would love to make some custom units and trait to go with it this is likely a shelved concept for now.
The required mount training can't be implemented at this time as the only prereqs that work with gear at all is a level requirement which is only for hero gear. The gold cost would only be hero purchases make sense cost wise and I like the idea of adding hit points and reducing dodge instead of increasing it. The hit points I listed were so that when you include the pony mount that is a quest reward it still has a hit point bonus of +5. For as far as barding goes it wo
You mean like making a quota system where the computer always makes 20% of total units spear 10% cavalry and then everything else is mixed between everything else (foot, archers, mages). That would work as well. One thing I have noticed when I was doing my research for the armor mod, historically town militias were at best wearing chain armors but almost invariably they used a staff, spear or pike and then the garrison were the ones that wore more advanced armors with shields. &nb
Oh this is also considering that mounted units will take additional damage from spear wielding units.
I will have to see what I can work out for mounted units for cost wise. Graphic wise I am very limited in mod regards to what is already in game and barely at that. Still I agree that there should be a tertiary mounted horse unit. The problem with this is that you also have to consider wargs and where do they fit in as both empire and kingdoms can use either so wargs need to fit somewhere in the equation. so something like te following for progression wise: R
That is the main thing I am worried about. We can make tactical more tactical bt will the AI even recognize this or will it just ignore it. I am curious if there is a way to set up the AI to recognize different troop build ups and respond accordingly. Once we define spears as anti cavalry can you have the AI build pike in response to them or will it just build what it was going to. An AI weighting system that we can predefin
Alright I am torn on how to do this as you can either go the heavy medium light unit dispersion as in each one represent how much weight capacity that unit can carry. This is the only real way of limiting a units gear capacity other than class. However it also makes sense thematically as in a heavy unit was generally heavily armored. Light Cavalry was generally harasser units where as knight were go in and pound the front lines by smashing lines into bits. The other
Its in the code for mounts so its possible to add it. Not saying it would be a good idea but think of a final tech for mounts that requires Dance of the Dragons as a prereq as well. Might be worth doing, I think Heavenfall did something like this in his mod.
The only warhorse currently in the game is available through traits. So should there be a regular horse for movement only, then a lesser warhorse, and then a greater warhorse that is only available through a trait? Of course you could also add in the other mounts that are already in game as well from that point but then it might get a bit silly. Ashwake dragon mount anyone?
Heh, wasn't fast enough have to edit this a bit. In reference to changing the traits available to mounted units. This would take making a subclass unit similar to a henchman. This is possible to do it will just take some coding, make that a lot of coding and it will also make integration with other mods more difficult depending on the extent of the code change. Look at the militia armor mod Parrotmath made to get an idea of the work involved for this type of chan
Did this get missed with the release of 1.1? I was hoping for some feedback from you guys.
I had cloth armor. Its called a Gambeson (the name for padded armor) but I only released a sloppy version in the initial mod. I am almost halfway done on my mod and will have to incorporate this into the mod once I get the weapons half done. I won't go farther than militia on the initial release as there may be some way to make that initial version compatible with Seanw and Heavenfall as you have done here.