Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,866 Replies 34,020 Reputation

@jshores I think I'll leave prestige as it is. It actually kind of works, and it is completely hardcoded anyway. The big issue is with high-level prestige buildings, as the low-level ones are sort of useful. The big ones just never seem to be needed. So what I might do is put a SMALL bonus to them that reduces maintenance in the city buildings. Ie, people are more happy, and therefore waste less gildar when they try to do their work. I think that could be reasonable. Anoth

247 Replies 314,125 Views

I wanted to check that the folder structure was right, there was a bug with that which has caused a ton of people to report errors when using my mods. I didn't see anything odd in yours. Sorry, that was my last idea. If nobody replies here, you should e-mail [email protected]

26 Replies 23,832 Views

If there is a 1.5, it is likely to be very small tweaks to the new spell system, and possible bugfixes. No more large releases are planned. I realize the monster part of the game is pretty boring, with unit balance and spell balance as it is. It could do with a complete make-over, but I don't have that in me. If anyone is interested in tweaking their unitstats I'll gladly put it in the mod. Otherwise, people who want to fight monsters can download the <a href="https://

247 Replies 314,125 Views

Uploaded 1.4, new from 1.3 are these changes Most importantly the spell system is re-designed. Quoting text from the original post: [quote] Spells Spells are researched twice as fast, but researching spell level-ups take 50% longer. You can now research three level 1 spells in the same time it takes to research access to level 2 spells. All spellbooks can now be researched from the tec

247 Replies 314,125 Views

Oooh... [spoiler]River says in the silence of the library that she knows his name, and then whispers it to him. And the doctor replies that there's only one reason anyone would know his name. And then the ending of this season. The first question, the question that must never be answered. Doctor Who?[/spoiler]

55 Replies 134,482 Views

I just realized something. [spoiler]The doctor leaves his wife to rot in jail, for a murder she didn't commit. Just so he can travel the stars in a more quiet manner. Granted, he does say he will visit plenty, and we know the prison isn't exactly River-proof. Still, it's a pretty scumbag thing to do. Especially since River Song gave up all her regeneration cycles just to save the doctor's life. His life is theoretically infinite. River's isn't.[/spoiler]

55 Replies 134,482 Views

I'm really pissed at this version of firefox. They've fiddled with the algorithm to detect broken stuff you put in the adress bar, and it keeps bugging out. If I put an adress in the adress bar and press enter, I expect the browser to show me the adress. Not do a fucking google search on it, and let me know if it finds it or not. It's such a useless feature, because the adress can exist even if shitty google can't find it. So instead of the browser taking me to a working adres

16 Replies 27,478 Views

The episode was a bit all over the place, I think I am disappointed after this season being so great. [spoiler] Also, the whole thing about him being a robot at the lake really felt like a cop-out. I fully expected him to actually die. We know from before that the doctor that dies is actually 200 years older than the one that noticed that he himself was going to die. There's a huge room for adventures and travels there. 200 seasons worth. So he's technically dead, so what. That doesn&

55 Replies 134,482 Views

New stuff, not much to say really, almost everything can get boosted by magic power. Note new spell: Silence which removes ability to cast spells from a target for 1 turn. Also, Wither doesn't get full benefit, only half, from magic power since it's already a highly scalable spell. Tweaked a couple of numbers, and so on. [quote]Scalable strategic spells: Enchantment: Inspiration: +1 tech knowledge. Scales with Magic Power Nature's Bounty: +1 food, Scales wit

247 Replies 314,125 Views

This is my proposed spell balance (this applies primarily to damage spells, but some booster spells may be applicable as well, such as inspiration) A 8% bonus means damage is increased by 8%. Two lesser shrines would give (8+8)=16% bonus. Lesser shrine: 8% bonus Shrine: 15% bonus Greater shrine: 20% bonus New Improvement: Temple of Essence: Can be built in any lvl4+ town connected to at least one shard. Increases magic power by 5%. Can be built more than once. H

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I might argue that I have this "insane talent" BECAUSE I do mods such as this. Remember, the bugfix mod was the first mod I did. But no, I am suggesting that I am doing this to learn, which is simply not true. It's the freedom to build worlds. There's nothing quite like it.

247 Replies 314,125 Views

Shift-rightclick elemental in impulse, select verify installation. Have it run its course - if it says you need to update the game once its done, then update the game. That's my last idea. Edit: One more idea, actually. Open your installation directory and put the Data/English/ folder in a zip, and upload it here. I might have another idea, but its difficult to explain and this is faster.

26 Replies 23,832 Views

I don't intend to do that kind of complete overhaul. My ambition for the spells is to make them scale with the pace of the game, so that magic becomes a viable option.

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I don't have that kind of access, to change of magic resistance is calculated. Charisma is doing the same thing as before, scores above 10 boost prestige in a stationed city. Yeah, I think the option used is going to be the one where each shard boosts spells. Almost like the original essence in the game, but different. In addition to giving shard bonuses, each shard would also give you a % boost to all spell damage. So you have one fir

247 Replies 314,125 Views

I've decided not to use the modded exe. There's a whole bunch of secondary issues, including legal. But mainly, people shouldn't avoid the mod because it looks suspicious. Damn "intelligence"... even if I have something like... "for every 30 intelligence above 20, this spell does +0.1 damage" I STILL feel like I should be getting intelligence because it's the only thing boosting spell power.

247 Replies 314,125 Views

Another solution that is possible. I can mod the Elemental.exe file. As you know, some things are hardcoded. One of these things is the +3 accuracy per level that you gain. I was able to replace that with a custom unitstat, called Magic Power. So we theoretically have a stat which can be used as magic power, and that increases with the caster's level - but the user can't put points into it. Units could of course start out at different levels, and it would also be possible to h

247 Replies 314,125 Views

Sgt_Harris did you upgrade from an old version of the game? There are some issues when that happens. If you upgraded from 1.1 or anything before, you should uninstall by removing your entire folder and downloading the game again from impulse.

41 Replies 94,993 Views

How about spells that look like this? Fireball: Deals 3 damage, and another +2 damage per fire shard. Other shards add +1 damage. Damage is multiplied by troopcount. Spellcasters suffer damage for two. So shards become a sort of "magic strength", even for other elements. That way a player can start with, say, a fire shard. He has a decent spell which can deal 5*4=20 damage to a 4-man unit. The game progresses; he finds 4 more shards, none fire. Now his spe

247 Replies 314,125 Views

@"I like your idea, though not all spells are Shard Dependent, those could get their bonus out of intelligence. of course, I assume you will be keeping intelligence as minimum requirements for some spells?" Yeah, that's the other benefit, of course. I will put every spell within reasonable reach - you should be able to cast everything with 20 intelilgence. Intelligence also gives you magic resistance (oh yeah, every hostile spell will now be resistable). So intellig

247 Replies 314,125 Views

My original intention was for spells to scale with intelligence and shards. However, I no longer think this is a good approach. Instead, I wish to make spells scale ONLY with shards. The reason for this is if you want two things to boost something, you have to make their individual contribution very small so that it doesn't become overpowering. When it works: Let's say I have a spell called Fireball. It does 6 damage, and each Fire shard increases damage by +2. In additio

247 Replies 314,125 Views

You can't compare the beacon to the inn though, the beacon is unique to your civilization and its goal is to make sure your first city isn't stuck in the dark ages forever. The inn can be built in any city. I don't like disabling something the AI is using, its a fun option and it makes it so you can't just rush their city in the start with a sovereign. Disabling it won't make the AI create well-planned cities. The material production has already been indire

247 Replies 314,125 Views

The sovereigns have been altered with new abilities and such where appropriate in the After the War mod. While the detail you've gone through is too much for me to include in the mod myself, I'd gladly put it in there if you were interested in doing the part yourself.

1 Replies 5,461 Views