Thanks for the kind words, they really help. There are many forms of inspiration, and your list was invaluable. In my mind, the 4 elements and life and death is just a limit enforced by the shard system. But, rather than change things I can't change, I work on improving what's there instead.
Heavenfall
Playing around with the name-gen for the new artifacts, the number is the tier of the item. 1:Deleth of the Rock 1:Duz of the Fight 1:Feware of the Length 1:Guthstak of the Persuader 2:Oxung, the Squashed 2:Omu, the Decided 2:Smespu, the Fed 2:Yathi, the Jested 3:Ston, the Revolted 3:Nonu, the Sundered 3:Thfi, the Bristled 3:Otik, the Fished 4:Hopped Wele, the Butterfly 4:Excavated Kutam, the Mind 4:Excavated Ugan,
20:13 Cari_Elf, where's my beta? 20:28 in QA So anything is still possible.
Cool, I'll be sure to check it out. I'll have to do all the XML from scratch anyway, so no need to upload anything.
I don't like this idea at all. There are many ideas that need polish in E:wom, if you start cutting them away just because they're "broken", what would you end up with?
Had to do some work on armor models. As I've commented on before, the difference between fallen and man-sized models causes a whole range of issues with armor. Well, when it comes to artifact armor, you really want every item you find to be wearable by everyone. Not have an item that only works for say a Trog. I've also mentioned before the possible benefits of xml tweaks to existing models. It's a method wi
According to this the card is approximately equal to a (desktop) nvidia 8800 GS card. I think you can run those games, but it won't be max and it probably won't even be medium settings. The FPS will probably be very poor in intense scenes. In particular, Dow2:retribution is probably beyond the reach of such a card.
I can't mod environments to give bonuses, only terrain (environment is what spreads colour around your city, terrain is what defines a tile ie mountain or ocean). I'm thinking of giving cities death and life affinity based on their faction (empire=death, kingdom=life). Edit: yeah... I like that. Higher level cities will increase the affinity as well. Edit2: Also, I've done a quick overview of balance and I'm aiming for around +200% power to spells max (ie, a sp
Edited. Sounds like guessing. They've also said that the FE beta would be feature-complete, and that they would work on it until it was finished.
List of spells. Inspiration from LightofAbraxas' ExpandedMagic mod. Generally speaking, affinity and bonuses make spells stronger in their power, but range and duration is always static. Not every spell can be boosted. As said before, each spell will also have an intelligence level. If the caster is above this level, the spell is stronger. If he is below, the spell will be weaker. Each faction will have free access to Death (empire) or Life (kingdom) magic. In addition, as I said
Bump, this is still happening 100% of the time in 1.2a.
I'm curious to see how notable locations function now. There are some high-level huts that you can't really find early game without unbalancing the rest of the game (600 gildar comes to mind). Edit: Ah... I guess the high-level huts spawn when you increase your tech. The only difference is you can take any hut now, no matter the level.
You can put it in a zip file and upload to https://www.wincustomize.com/explore/elemental_war_of_magic and then post the link here.
I wouldn't mind an update on tactical combat AI for E:wom either.
He's working on the campaign, afaik.
Do you want a mod with more monsters, or do you want to learn how to add a monster?
With comments like these [quote]I feel angry and cheated even though I didn’t buy or play Elemental. (But, yeah, nearly bought into the hype and got the game.)[/quote] what else is there to say?
Tactical combat is actually a whole different beast than strategic mode, in fact the "global" sovereign values are not even read into memory. Even when the sovereign is present. edit: some flavour text for artifact level items [quote]11. Illfate: One of the few magic swords in the world that noone in their right mind wishes to possess. Its wielders, without fail, end up living excruciatingly tragic lives. The fate of each wielder is recounted in the book "One hundred paths to
To be fair, I would consider 300 hours fair value from any game. Anything more than an hour per USD is fair value, in my book.
New equip-UI: http://i.imgur.com/VeMQl.jpg with extra space for unit stats, and more room to display an item's properties and text. Less room to list all the items the hero carries, but still enough and with the scrollbars it really doesn't matter. Unfortunately, the hiergamemon text display contains a lot of text that is dynamically generated, so modding that is impossible. Users can use the equip screen to check statistics of heroes
Damn... was very much looking forward to this.
Still Needed: Unit Abilities: ?- Unit starts at 2nd level Natural warrior, Warrior nature, Childhood training, Warrior Bloodline, Headstart Armor: ?- A magical breastplate with increased defense Arcane, Imbued, Runic, Empowered
I was hoping I'd be able to put essence back in the UI, but I haven't had any luck. I'm not sure using essence as a per-combat-limit is a good idea, if I can't show the user how much essence he has available. How do you guys feel about essence as a hidden per-combat-limit? Edit: It seems I can't display essence costs in the spellbook UI, so essence too must be cut. [e digicons]#:([/e]
Giving it from imbue champions is actually a neat idea, but not all champions need to be imbued, and as you said it wouldn't update when the sovereign's intelligence updates. Most importantly, the AI wouldn't know how to use it properly. I don't want to end up in a scenario where the player has to spam strategic spells, because it's annoying and the AI won't manage it.
'Ard, wearing the Cloak of No Particular Colour: http://i.imgur.com/ELwKR.jpg I have hidden some of the more useless stats like sight, ranged dodge and the old magic resistance. That leaves room for all the new stats! Also switched from 1 to 100 as basevalue, as the game UI wasn't displaying decimals (should have thought of that earlier heh).