[quote who="larienna" reply="33" id="2873112"] By the way, for the MOM mod, I decided to put the project on the ice and wait for "fallen enchanteress" because right now, there is little things we can change to the basic game. [/quote] THIS is an extremely important quote. Without actual scripts to hook to functions in the game, mods are pretty much limited to "extra content". There are a few things you can do to change the game mechanics, but they are VERY limi
Heavenfall
Just a heads-up, the next release will be uploaded early monday (so if you're sitting on any tiles, send them in, next release will probably be several weeks later)
There's no finalized version planned. I would guess that there are currently around 200 tiles in it, excluding wallsets. When oddrheia is finished with the golem king tiles, that will be 100 more tiles, and including wallsets it would be over 400.
Thanks for the post Derek. Follow-up question. When we use the gamemodifier DefendableDamage, does the game randomize that damage like it would a normal attack?
Can you throw some numbers our way as to how damage vs armor works in 1.19? That knowledge is needed for mods, and for the hardcore players. #52 is extremely vague. Let's say a unit with 12 warriors inside, wearing lord hammers (40 att) are attacking an enemy with 30 armor. What rolls are performed?
Well... you're certainly putting a lot of effort into making these dangerous areas. I hope they'll be fun to play, and look pretty, and offer something that couldn't be done in the map editor today.
It's galciv 3, without a doubt. Frogboy has been very open about that before.
I've said my piece, I'm not going to debate Civ5 more on this forum. Sales and playstats speak for themselves.
Many people did not like Civ5, but it sold humongous amounts of copies, and LOTS of people are still playing it today. To say that someone "killed" Civ5 is ludicrous because of this. Civ5 was, in every aspect, a huge success. It just wasn't Civ4 done better.
http://store.steampowered.com/stats/
Everything looks great. Really like how you did it. For citycores, the limit is 100 objects and 4 pedestrians, 2 effects Each race requires at least 5 different cores, core1 represents the beginning stages of building. It is what the player sees for the first 8-9 turns before he hits the cap in the city at level 1 core2 represents the city after its beginning stages - what the user sees at the cap of level 1, and level 2 cities core3 represents the "average t
You're really getting the hang of this 3d stuff!
High? Those are the thumbnails.
There's a game balance issue with the fallen/grassland environments, since they give 10% more def/attack to those of the right allegiance, and 10% less to those of the wrong allegiance. You'll have to be careful not to make one environment be in more abundance than the other one (I mean, within reason).
Derek's job isn't actually to produce a good game, rather to sell us on the idea that it's a good game! We want loads of feigned complexity, lots of 3200x1800 resolution screenshots and - most importantly - constant promises that the next patch will be the "golden" patch.
Well, I can't tell you about rules really, I'm bad at algorithms and such. Personally I think a sort of core area around the shard, mixed up with sprawls out from that area would be cool. Sort of like this ground decal, if you imagine the shadowed area in the sprawls as not there. Obviously such a "round" core area would be very boring, it should be more malformed (in my opinion). I guess y
Hey, I know we sort of had this discussion before, but I think it's a shame you're not utilizing different environments more. I mean you've already got your basic premise; fire=dead/desert, earth=grassland, water=swamp (actually a terrain but whatever), air= arctic. edit: actually, it would probably be better to have water as arctic as ice seems to be what it does from the spellbook. Air could be rugged land, then.
1) Nope, never will be, as long as the mod is being updated. 2) Basically I moved all the non-tech buildings into their own starting techs. Look for prereq techs in buildings that shouldn't have techs. There are at least two of them.
The spider cavalry will also have the "move fast" modifier, so it costs only 1 Ap to move. The poison strike is intended to replace the webs of normal spiders (I think this is actually stronger, although I may tweak it a bit). The demon stone is indeed intended to be immune to all special abilities, including UW. Note that it does not have the extreme durability modifier, like normal living stone. The stats of these units will also be tweaked to make weak abilities stronger an
This is the list of special abilities for the new unique units. [quote]golem king: four-armed golem - Overburn - unit loses ability to counter-attack, and can in turn not be counter-attacked. lasts 3 turns. Golem loses 10% of its current health each turn. Whirlwind - Unit spins out of control in a mad whirlwind, dealing a normal attack to itself and all enemies and friends in adjacent tiles. drota: spider cavalry - Debilitating Poison Strike - Performs normal attack.
You can use [quote] FriendlyChampion [/quote] if it's a friendly champion.
It is actually not used at all. This change will allow modders to use it. [quote quoting="post"] 39. Units now fade out when they get killed in tactical battles. [/quote] Boo! Corpses shouldn't fade out at all.
I'm glad you posted, I was fearing you'd gone missing [e digicons]:D[/e] . Yes, you may write the backstory for the goblins - but I may edit it. Goblins are - very greedy, highly intelligent. Their society lacks any form of laws, except that might is right. Their society has no form of morality.
Yeah, decals work just like skins as far as I know. They're not resource-intensive at all. I really like the look it creates for arcane improvements. Very unique.
Skip the arcs. or turn them upside down to make a system of pillars instead. You did the arc thing on the study/library, and using it on the workshop is just not distinct enough. Yeah I got the tiles by the way, forgot to update the main post.