[quote who="seanw3" reply="1" id="2847176"]I would rather have so many unique techs in the game that what we have now just seems like a backbone.[/quote] I'm with seanw3 here. The fact is, the tech trees are pretty solid as they are. I don't think there's a great need to rebuild them from scratch, because you'll most likely end up very close to the original anyway. Instead, it would be much more interesting to see techs that allow the player to diverge from the original with unique te
Heavenfall
Well what I know is that each spawn has a shard, and that each map will have at least 1 of each shard. I built this: https://forums.elementalgame.com/399133 a while back to allow the modder some control over new shards.
Yes, shards spawn under the hood as well.
This mod is included in Adventure Content Pack mod from now on. This is the first iteration of the mod previously discussed in another thread. The goal of this mod is to add a large amount of "magic" weapons to the game. [q
It is my understanding that those are hardcoded. You can try breaking the original, in coreworldresources, in various ways to see if they stop spawning.
The models are too different. You can't put non-fallen gear on a fallen unit, it looks completely broken.
You lost your sovereign in hostile territory? Instant loss.
If you leave out all supportedunitmodeltypes the item will be available to everyone. See shields.
There are no random integers, and there are no if/else checks.
I wouldn't even say it's average. Right now, there is a clear trade-off between magic and everything else. For every point I put in arcane research, I will lose one point put in tech research. So, the problem isn't that magic "isn't there" or "isn't awesome", the problem is that it is so weak that the player has no incentive to spend points in it. Let's be honest - you COULD build 50 arcane laboratories, but you don't, because 50 libraries will yield an infinitely higher payoff.
Some will be coloured according to what is "obvious". If there are overlapping colours one will be chosen (prefix). Edit: Not all weapons are colourable.
Check out any goodiehut file.
Tomorrow, maybe day after. Edit: Just to be clear, I don't plan on releasing the code, only the output.
Uploaded 6.13 Updated to 1.10 standard Added new race strength for elves: Dextrious - +1 combatspeed and +5 dodge
One of the first items to come out of the generator! Bloodthirsty dual Great Scimitars of Power http://img525.imageshack.us/img525/7706/elemental1292387366.jpg
Personally I think difficulty is a great gameplay extender. You'll need to find a way to appeal both to the RPG and the RTS aspects of the game. Or, put in other words; I don't just want to build those epic cities and train those legendary champions; I want to see the world burn in glorious war.
I did some quick math and the number of possible weapons would exceed 400 000. I'll have to cut away some of the repeating stuff, there's no way the engine can handle that kind of randomization (and it would probably make the game take ages to load). Actually, diversity is good. I'll just do ~50 of each weapon and then move on. That means you can't get every possible combination.
Yes, these will be "pre-generated". The mod will add a large quantity of items (say 200+) and on certain monsters and goodiehuts there will be a chance that you get one of them. The priority here is to vastly increase the quantity of magical items in the game. I realize that their individual quality may not be high, but it will make each game more unique.
These are only the unit stat prefixes/suffixes. I intend to integrate with abilities as well. Bow weapons will be included, but won't have any specific abilities.
A quick XML comparison should tell us, once it is released.
I'm working on a simple random item generator, and I am curious if anyone has any feedback on these weapon bonuses. All weapons will receive a +10% bonus to attack. All items will be based on their "original", so for example an Arcane Longsword would have (23*(1.1+0.3)) attack. In addition, they'll be "tiered" according to their current availability in-game (strongest weapons =tier5). 33% of the items will have only a prefix, 33% will have only a suffix and the remaining will have bot
They have to register the copy through impulse before then to be eligible. They'll want to register anyway to download the updates.
Actually, for techs it was discovered that you CAN have multiple prereq techs, as far as we know the only place where - if you put down two prereqs - you'll need both to proceed. However, the UI does a poor job at displaying this. You need to spend serious time on how to implement these changes so that the AI will use them.
I just played a great game where I limited myself in the following ways: 1) I didn't build any unit with more than one soldier in it and 2) I didn't train any unit with a higher quality level than the default. And suddenly the AI was extremely hard to fight against (in fact I lost). I would consider this "proof" that the AI is capable of so much more, but is simply limited in how it is built.