Thanks, they shouldn't have pierce attack. Will upload 1.2b with that and another fix in 20 minutes.
Heavenfall
Very nice!
Just some small things like being able to copy-paste orders would help. The UI is just atrocious and the only reason I don't play dom3 anymore.
Picked up so far: Overlord 1 Overlord 2 Psychonauts AI War: Fleet Command Uplink Hoping for: Distant worlds pack with expansions/DLC Dragon Age 2 pack with DLC Sim City I saw a good tip in another thread that bears repeating here. When buying stuff on Steam, be sure to select it as "gift", not purchasing for yourself. You can still activate it for your own account, but if you never actually play the game you can give it away at
[quote who="jackswift85" reply="21" id="3380933"]Many user interface improvements.[/quote] \o/
I strongly suggest you guys check out http://www.reddit.com/r/Games/ as they'll be posting overviews of each day of the sale like you can find here: http://www.reddit.com/r/Games/comments/1i39ql/steam_summer_sale_day_1/
[quote who="Victor5" reply="66" id="3380855"] After a lot of isolating specific mods, I can confirm the issue with DLC armor not being equipable was caused by a unique combination of mods I was using. I believe GFireflyE doesn't use Children of Storm (according to one thread where you mentioned that), which would explain why all of your sovereigns can use the armor and some of mine can not. So it's good to know this isn't a problem with the game itself. <br
You should be using 7.1 32-bit. Other versions will not work. You should be using format Packfile and platform Win32 MSVC. Other settings will not work. If you didn't do those things, re-do them.
Yeah, but there shouldn't be 2 if it's a clean install.
Did you use havok content tools 7.1 32-bit? Did you "write to platform" as format Packfile - Platform win32 MSVC? Upload your imported file somewhere so I can take a look.
[quote who="Auggie12" reply="259" id="3380429"] Hi Heavenfall did you noticed your armouredboars having this issue (or did i installed the mod incorrectly) Reduced 89%Original 640 x 474[/quote] I am not seeing this issue with a clean install of the mod. Make sure that you have only one file COS_mounts.xml and it should be in folder /ChildrenOfStorm_Shared/
Use the havok preview tool to compare your imported files versus the files used by the game.
You always have at least 5% chance to resist or dodge any attack.
Free beta keys (requires free registration) at http://na.alienwarearena.com/giveaways/dragon-commander-closed-beta-key-giveaway RPS hands-on preview: http://www.rockpapershotgun.com/2013/07/09/dragon-commander-preview-2/
Will change to range 1 in next release.
hkx is hkb, just change the file ending. hkx, by the way, is havok format.
[quote]You rug-rats of the 'Me Generation' need to learn about ramifications.[/quote] You're right, as part of the Me generation this guy's actions totally reflect on me.
Spell mastery increases the chance to hit any offensive spell that can be resisted. Spell resist decreases the chance to hit any offensive spell that can be resisted. You can find out in the Hiergamenon if a spell can be resisted or not. Often it says something in the spell description as well. Then there is "lightning resist", cold, fire, poison. Those directly reduce the damage from that type of damage, and only that.
Still, conventional SciFi is significantly closer to our current time compared to extreme scifi which really gets far out there and doesn't look back. I'd rather have something like Dune than to find out that yes, you're really living in a simulation and god exists and it is trying to kill you right now aaaaa. I wonder if a future of Augmented humans living online in some kind of cloud would mean greater freedoms for the individuals, or less? How much of our perception of
Spell mastery affects your chance to "hit" any offensive spell, ie not get it resisted. The only time I can think of when it would boost the power of a summon spell is with the Touch of Entropy spell, which must hit and kill its target in order to summon a lurk. Several tactical summons have a secondary effect on adjacent enemies, but this is not resist-able.
Yes, that is how it should work. Although there is always a 5% chance to hit even against massive spell resist.
[quote who="shishera1" reply="248" id="3379642"] Fantastic mod! I LOVE the new races, especially Livingstone, Centaurs and Storm Giants. Love how they're so diverse in both looks and playstyle compared to the vanilla races, while still feeling in tune with the world and lore. I have but one problem with the Lizardmen. Their "Blood Sacrifice" ability only grants you 0,5 mana per sacrificed citizen, while the death archmage spell "Sacrifice" grants you 1 m
[quote who="BernieTime" reply="193" id="3379324"] I had a thought last night and wondered if it was feasible. One of the minor Mods I used to play in FE was the Heroes mod (4 Champions w/ unique personalities). Was wondering if it would be possible to pre-assign an ability that shows up on the character sheet but the ability wouldn't be available for use until hitting a level? Example: Let's say I have a Ogre Hero that wants Crushing Blow. Can
Like Leo says, they're tactical maps. If you mean in the map editor, you'll need to change their names. Their names are too long to be loaded by the map editor.
I'm only looking for players to send their unit designs for the new factions to my mail ([email protected]) so I can include them in the mod. Otherwise the mod is largely a product of my own thoughts and I'd like to keep it like that.