Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,867 Replies 34,020 Reputation

@ Sholland Hmm... it certainly answers the question why Sar the Returner stayed in the mirrorworld for 50 years. Added (wings will be the wings of angels, but black). M. Agrippa there's plenty of variations to consider, there's really every type of stone. However, I'd rather add something that doesn't use the same model.

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There's currently no way to add auras, or impact defence without causing serious balance issues. Also, I rather liked the idea of a big hurler posted above - a giant living stone, unable to wear normal gear, throwing rocks and such. Edit: Oh yeah, I can see it already. Throwing huge chunks of dirt/rocks, creating a debuff on the target tile lowering defense for any who wander there (in addition to the damage, obviously)

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Hmm... I like the idea of some sort of religious nuts for the death legion. I can't make chains or whips or such things however, so they'll have to use a club and a book like the guy in in the picture. Spamming? Hardly, I love all these ideas. Edit: Banshee, I like it, but it's low priority for now since lost souls have plenty

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Great idea with a giant hellbrute ram. Unfortunately, I can't add wings to any mounts. I'm actually using a bug in the engine to allow me to get them to be animated. It can't be applied to anything but the core humanoid skeleton. Most recent list [quote] drota spider cavalry (need spider skeleton) giant spider giant hellbrute ram some "swarm" pet - possibly packdrakes angels archangel - giant angel haloed uni

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I have a balance concern, and that is with the guardians. They feel like they're making my city invulnerable to monsters early-game. While monsters early-game is an annoying problem with the game, I think this is going too far in the opposite direction, removing all danger. By the way, I decided on not doing the starting spells for the expandedfactions. This mod is much better. Oh yeah, you might want to up the attack damage on the starting weapon staff a bit - keep in m

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Right now the primary concern is making unique-looking units, abilities can come later. Since I am limited in what I can add, it's easier to start in that end. Chariots are too much work as well, unfortunately. I decided against a winged living stone, they are literally made of stone after all.

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If you're not attacking the city you can avoid the city defenses (which can be substantial). You might be able to defeat them in open combat, but not while they're in the city. Also, you probably want to win with the least possible casualties.

18 Replies 11,838 Views

I love it. Although I will make it so it's one tile controlled movement, then one tile random movement. Units with no control aren't fun to play with. Damage to enemy units would be per troop in the unit, so it's weak against solo strong units, but very strong against units with 9-12 men inside.

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I need some help with ideas. Each faction needs at least 4 unique units. Right now my primary concern is making each unit look unique - balance and special abilities will come later. [quote]drota spider cavalry (need spider skeleton) giant spider giant hellbrute ram angels archangel - giant angel haloed unit - saint angel of death (robed, scythe, undead skin?) heavy cavalry - the most loyal and strong of the huma

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If you brought catapults, it would be great if the defense value of the city walls would slowly deteriorate as the siege progresses. At fortress levels, that's 30% increase to armor, a hefty amount that could well bring the units above the invincibility line (more armor than attack).

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Yes, you are on the right track. I recently pondered doing something similar, but decided not to. Kenata suggested that the pioneer pack should be limited to certain modeltypes. Then, a modeltype could be given to a new faction that wasn't in the pioneer pack, and the new faction would be unable to build pioneers. The only real drawbacks are the same as always, 1) The faction will still get destroyed if the sovereign dies in hostile influence zones and 2) It

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Hey, sorry that I missed this topic. I usually try to read everything in the mod forums but for some reason this was already tagged as being read. The first thing you'll want to do is take a look at the xml for a faction. These are called raceconfigs. After you've created a custom faction in the workshop, go to documents/my games/elemental/race and check out the raceconfig for your new faction. It is important to understand that the xml files have many different

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I think at this point I am ready to start moving into the second phase of this mod. I would have liked to add an ent faction as well, but I haven't managed to get my hands on any suitable model, and frankly, between the Living Stone and the Angels there's not much left to do with an ent faction anyway. For the second phase, I'll be aiming at replacing the capital city bonuses with stuff similar to what the Lost Souls have - unique units.

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[quote who="impinc" reply="1" id="2855596"]In the vanilla game, no. However, there are guarded resources in the adventure content pack mod. Just a note...don't autoresolve the battle, it will break the goodiehut, and you won't be able to activate it. The guardians are also very powerful, do not walk in there with just your sov. https://www.wincustomize.com/explore/elemental_war_of_magic/12 [/quote] If you do break the goodiehut, you can save the game

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