[quote who="seanw3" reply="12" id="3080701"]I have a mod in the works that will focus on expanding lairs and training creatures. It is temporarily called Beastmaster Mod. This mod and Beastmaster Mod will work in conjunction with Ivory Towers. [/quote] ExpandedFactions will also feature faction-specific units that can't be modified. It will be quite interesting to see what combinations the players can come up with. Some of you that played
Heavenfall
All those things are possible, but for this mod we will use them in spells, and they will be balanced for that.
Oh look, it's another anonymous threat against what we perceive to be relatively good guys.
The old one was a demigod avatar... about time!
Yes, but I would hesitate to do it because the AI does not know how to use it effectively.
One idea that was posted in an earlier thread by TheOtherHorseman that both me and seanw3 knew had potential was the Celestial. [quote who="TheOtherHorseman" reply="24" id="3077029"] Conjure Celestial - strange magical constructs reminiscent of elementals but forged of obscure star-magics, Celestials are deadly in combat not only for their skill in battle but because to strike them with a weapon is to risk setting loose strange energies. [...] A recolored
I forgot to mention it, but it would be great if 1 would apply on strategic map as well. (implemented)
Sins of a dragon age? Looks like some kind of runes at the bottom.
I always knew she was a traitor. You don't get that good at magic without stepping over a few dead librarians.
There is a spell you can research called Escape, from the Book of Winds. It ends the tactical combat immediately.
This is the sort of thing that could vastly increase the sense of "immersion". And I'm not just using it as a fashion word for game design. This is action taken -> the world responds in kind. Build an adventurer's inn? Get champions coming to join you. Build a palace? Get riots. Build a shard? Get elementals. Build a mine? Get raiding wildlings.
"Forward, the Light Brigade!" Was there a man dismay'd? Not tho' the soldier knew Some one had blunder'd. Theirs not to make reply, Theirs not to reason why, Theirs but to do and die. Into the valley of Death Rode the six hundred. Cannon to right of them, Cannon to left of them, Cannon in front of them Volley'd and thunder'd; Storm'd at with shot and shell, Boldly they rode and well, Into
Another request: I think a neat feature would be for spelldefs (spells and abilities) to have two tags, and (or named something similar). These stats would determine what stats are rolled when the spell is checked for resists/dodges. For example, if it was a ranged bow attack, we would say Accuracy is the attackstat, and Ranged Dodge is the defending stat. The purpose here is to allow the modders control of exactly what stat
It isn't just about calling them different things, its about having a visual identity for them. Unfortunately, I have only one littlefolk model at the moment.
In E:wom we had three different ways to explain damage or healing inside spelldef tags - Value, MinValue, MaxValue. The rule was, you either had Value or MinValue+MaxValue. The difference was, Value is a single number, but when we did MinValue+MaxValue the game would randomly choose a number between those and count it as Value for the modifier. I would like to see this return, it would help us
Yes, the elemental powers have no "defense", only resistance. The physical powers have only defense, no resistance. I have a mini-lib-mod that adds resistances to the physical powers. http://dl.dropbox.com/u/32649007/LIB_Damagetypemod.rar [quote who="Capn Darwin" reply="18" id="3078020"]Update: You can get static damage using the following with defendabledamage not used- &n
Very exciting!
No, that's been changed, it returns 0 with 0 shards now. Try the following modifier without a fireshard and with: Unit CurHealth &n
If you are going to significantly decrease tech costs, can you please consider trimming the tech tree into fewer techs? There doesn't need to be 60, if 30 will do just as well. With too fast techs, techs will become an annoyance, it already interrupts the gameplay with pop-ups constantly, now it will be "significantly" worse.
I see this too from time to time, particularly when founding a city near cliffs. The cliffs are static 3d models, and the ground is variable in height. This creates a break when the height of the land is re-formed. The break appears as yellow flickering squares.
Here is a list of Foxconn major customers: http://en.wikipedia.org/wiki/Foxconn#Major_customers People who even mention Apple without mentioning the others are just ignorant or hypocrites. The problem didn't start with Apple, and it won't end with you not buying an iphone if you get an Android instead.
But if we put that in the mod, how will we be able to focus on anything else?
Impossible for the AI to use ;( Although we might do something like the universal pull here: http://www.youtube.com/watch?feature=player_detailpage&v=72mwQBjDsco#t=216s
[quote who="Grizzyloins" reply="28" id="3077087"] smurfs (upon killing a smurf, attacker gains 5-20? mana - only visible if in square adjacent (village can only be seen by 'walkin' into its square) - each smurf skin obtained/used allows for double the power of any given spell or enchantment (one use per skin of course)[/quote] What the fuck did I just read? About 85% of that list is already in our summons list in one form or another. 10% can't be done du