halmal242

halmal242

Joined Member # 3198180
87 Posts 674 Replies 855 Reputation

Check out my mod on the armor redux. I know its not perfect yet, it still needs some polish but I addressed this to a degree by making a crystal armor with the same cost of crystal as metal and champion's armor has a reduced crystal cost but it also now takes metal.

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Once I get this finished I will need some help making it modular. At the moment its not even close to being compatible unless someone is putting this in their core files and then putting the other files in the mod folder. Progress: Techs: Done Weapons: Done* Crystal Weapons: Done* Magic Weapons: Done* Leather:

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OK I have been working on the techs some more, I have a solid path progression and a finalized model but I can't get the techs to show up. Is there something specific on getting new techs to appear? I have a clear diagram for the tech trees for Warfare and Magic. I am going to add masterwork versions of leather, chain and plate. There will be a crystal version of chain and plate. There will also be crystal versions of weapons. Once both crystal weapons,

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No i was thinking of having an enchanted armor version of masterwork armor and then have an enchanted version of crystal Armor but then realized I could not combine them as it would then require both armors to have both crystal and metal. Not sure I want to do that. Instead I could make it so that you can enchant both versions but not sure if that breaks the spirit of the game for magic items being made of crystal.

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IS there a way to make a tech unlock from two different techs instead of two different techs being a pre req? Or do I have to make two different lines of research, one for each tech?

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The more I crunch the numbers on the weapons I kind of like the way they are with a few changes and additions. Like I said before lower Defensive version of spears attack but only slightly to balance them. Add a hand axe to the first training type (low attack 1-handed cutting weapon), change regular axe to two handed (two handed cutting), change warhammer to two handed(two handed blunt), and change dagger to piercing damage. This will give all access to make a base unit of a

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I am nostalgic but I miss the good ole D&D spell books for the different schools of magic. The 8 different types you could take as a generalist or specialize and be better at some but unable to cast other. Elemental does this to an extent with the elements but there is no way to create opposition books currently for increased bonus unless you create a specific path, which people are doing I think, that restricts spells to be only on that path. Example

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OK so now I understand why Krax is like this. The defensive trait for the racial trait is for a super defensive build and still stay relevant with piercing. So I think I would just adjust it down some for balance sake since Krax gets a shield along with a spear. I am also trying to balance some of the numbers for which is considered high. Also the spears are a special case as they bypass armor so they don't need to have as high of an attack. So I th

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Alright, so I have been looking over weapons for the afternoon after finishing classes for the day and have noticed something that I think needs to get fixed or not depending on the direction I take. I see it that there are effectively 8 types of Troops barring Armor. 1-Handed Blunt 2-Handed Blunt 1-Handed Cutting 2-Handed Cutting 1-Handed Piercing 2-Handed Piercing Bow Ranged Attack Magic (Staves) Ranged A

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I was thinking crude leather armor would be a freebie for everyone. Then remove the leather armor training tech and move guardian to the same tech as spearmen. After that a branch for armor above for the initial chain and the initial plate so the different types would be available earlier in the game, make them a harder to research tech but available. Finally for the upgrades attach to further up the chain for an improved smithing and finally a masterwork tech. Both te

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Basically if you devote the time for nice armor you get some pretty darned nice stuff at the end. But as stated a while ago in many posts, the better the armor the more it will cost you. I figured I could use the base numbers in the game for training times and shop costs for the mid grade armors, then 50% for the crude versions and 200% for masterwork versions. Those numbers are still to be played with obviously.

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I think I firmed up the armor numbers finally. Not sure if I should jump into implementing this in the code or do the weapons first. Here are the final numbers for the armors. <table border="0" frame="VO

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For some reason my office 2010 is not liking the editor. I am attempting to see if I am missing some patches. If this doesn't work I will break out my old computer and use it for modding as I know that one works.

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My wife approves of this post as she HATES the faces [e digicons]:D[/e] .

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Let me know if you figure out how to do that and I will add it in for mine as well, that way I can put leathers in a Town, regular chain and plate in a Fortress, and Magic stuff in a conclave.

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Something that I found if you are having difficulty use the IOBit uninstaller to remove the older versions of the game using power uninstall and make sure you do a final powerful scan at the end of the uninstall, it will remove and stray registry files that can cause that NO$KEY error. It took me two days to get that fixed. Hope you guys are having fun.

85 Replies 264,579 Views