Uploaded 7.0, introducing the empire of Lost Souls. Their bonuses and flaws are sort of boring right now, and they probably won't play as differently compared to other factions as I would like them to. But they'll certainly look different. Edit: Uploaded 7.1, forgot to activate the capital city bonus.
Heavenfall
Ah, those are not weapon caches, those are equipment caches. Yes, the weapon caches are quite rare.
Supposed to be 100% drop from weapon caches. Did you loot and not get any?
The lands are supposed to update once every year now, instead of once every season. However, if this doesn't happen, then its a bug.
I'm fairly well off, and I'm extremely careful to not waste the time of my life. I don't watch television, I shave in the shower, I don't take breaks to eat and when I work, I don't stop until it's done.
Added a link in the OP
After quite a bit of time I was finally able to figure out how to easily convert models into transparent models. And thus, the 7th faction will be the kingdom of the Risen, the souls of the dead come back to fight once more in the war of magic. One of the first tests of the process to convert to transparency. http://img80.imageshack.us/img80/1429/elemental1292693932.jpg
Ain't that some shit. Uploaded 1.3. Thanks for letting me know.
Yes. Define "not getting". Are you not seeing the goodiehut? Are you seeing the goodiehut, but not getting a weapon from it?
I don't think it is possible. However, it would be conceivable to do an effect that deals damage starting high and ending low, by using multiple gamemodifiers.
I agree. Although very early-game would have to be tweaked, as getting defenders out earlier would be hard. With this change, they could make monsters and summoned units more dangerous. Instead of a GREATER FIRE ELEMENTAL OF DOOM OF DESTRUCTION being weaker than a peasant, they could actually make it worth something.
One item 1, 100 other with 0.01 Looted 60 weapons, 60 were the item with liklihood 1 Onte item 100, 100 other with 1 Looted 60 weapons, 32 were the item with liklihood 100
One item 500 000, 100 other items with 5000 Looted 60 weapons, 60 were the item with liklihood 500 000 So there's definitely something pulling it of course at higher numbers.
Test: One item liklihood 500, 100 other items liklihood 5. Looted 60 weapons. 28 were the item with liklihood 500. Maybe your very high number is somehow not working, but for lower numbers it seems like a clear cut case. Edit: I will re-do test with higher numbers, hang on.
I think liklihood numbers have to be integers. Try putting a gildar drop at 150, and each individual item at 1. Edit: Oops you did that. Alright, let me test something.
Time to up that difficulty! The production is very low, and you still need a ton of other resources to build arcane armor. But the truth is even simpler. If you find a way to cheese a mod - don't do it, if it ruins your fun. I like the mechanic because it gives you something more to strive after mid- to late-game, and it also puts a little extra something on the side for each race. But - and this is the big one - it also makes the golem king a very interesting opponent, because he wil
Do you mind removing [eMOD] from the title? It is to be used for mods ready for download and use. Just trying to streamline it for the users.
At first I thought it was so the pioneer could find things by having a trained whateverbird flying around scouting. But that really doesn't make any sense. The pioneer is just a guy with a tent or two and a wooden barricade in his backpack. Still the picture is awesome, so I say keep it!
I really think it's just recycled stuff. I literally smacked my head when I saw the building named "order of draginol".
Empire players also have construction yard, and magical hammers. In addition to what has been said above, you can also (and should!) recruit administrators that reduce the time by another 10%. These bonuses all stack "elemental-style", which means if you get 25% from a spell, 25% from a building and 20% from champions, you're up to 70% (reducing a building that takes 10 turns to 3 turns). I build these as soon as I can. I never stop building things in my cities.
I would like to see this happen as well. While I don't suffer as much as dadoo2, I find it annoying to concentrate on the menu when things are moving in the background. May I suggest showing the animation during loading instead?
I know that some xml files have redundancy-checks. It is possible that coreshards.xml is one of them. it is also possible that resourceshardtype isn't over-writable in any way. After you've edited the file, what happens when you open it up in the map editor? Do you still see the old resources when you place them, or do you get the new ones?
How does the 3rd person view flow with the need to slay a seemingly endless amount of bots? Doesn't it get kind of repetitive, since you can't zoom around the map or check on your base like you would in DOTA or demigod when you're in for some grinding? Other than that, I'll pick this up for sure when it's out of beta.
Liklihood tags are not % but weighted against each other. 25+25 = 50. 25 likelihood = 25/50=50%. Same with rarity. Liklihood=1 only means 1% if all the other liklihoods add up to 99.
There's also the Drota and the Shrill.