A very round-about way is to require a unitstat to cast it. You get +1 unitstat from a trait (or whatever), then -1 unitstat once you cast the item (permanently). Now the spell should not appear any more (if you are using 1 ) That's how I did some items that had spells I needed to unlock without using a modifier like [quote] &
Heavenfall
I can't get any of my friends to go see it with me! They got burned too many times on crappy superman movies, they say. And I'm like... "but the punches make shockwaves... shooockwaaaaves ;("
Yeah, you can't make the trait give you an item directly. But now you have trait->spell->goodiehut->item. Just make it trait->spell->item.
[quote]This new path gives the ranger a cloak at Level 19 Through the Elite Training ability Grants the ranger a spell: Reward: Cloak of the Elite Ranger Puts a custom Goodie Hut on the map which the ranger can receive his cloak through Cloak has a prereq of the Elite Training ability[/quote] For this, is there a reason you don't just give the item right away from the spell? Seems like an extra unneccessary step with the goodiehut.
I played Klingon Defense Force so my favourite missions were the 6 or so 30-minute missions we had in total at launch. They weren't great but we had them and we were glad for it! I still wonder to this day how they sold a game with only one developed faction (The Federation). I remember when the first Borg episode arrived, they finally caved in and just gave the KDF exactly the same missions as Federation. Didn't make any sense, but what could they do? Of course the KDF was an
It is no longer possible to have the environment inside a faction's borders be anything but "kingdom" green or "fallen" purple.
This part Unit UnlockRangedAction <span style="color: #ff
I haven't played ST:O since about a month after it was released (a little more than 3 years) and I STILL remember this quest and how awful it was. Didn't make me quit though, ship pvp was too interesting at the time.
Great... now the game has cities 1500 miles wide! I guess the "one-square city" argument has a lot behind it after all.
Living Stone faction is Kingdom, so yes. I will fix the Witch Market issue in next release.
No, the game uses Steamworks and needs Steam to be running. You can start Steam in offline mode and play from there.
I can see where you're coming from. Basically they shouldn't be named Dogs of War, instead the Merchantlords of X. That they can hire mercenaries is a perk, but the faction does not only consist of mercenaries looking for hire. Rather, it is a group of merchants that, through their skills in the marketplace, have attained power similar to nobility in the other factions.
Either of those would be my choice as well.
Thanks for the bug reports, I'll fix them in next release. The shockwave ability is supposed to show up as a skill when you have 5 or higher. In next release it will be as a Spell instead.
I'd like to add another, thirteenth faction. I'm taking suggestions for how to improve it. A little background first: I've had plenty of people tell me they want a human faction in this mod. To that I have always said that the vanilla game already features 6 human factions and the game doesn't need another one. However I had this idea which I think is very interesting. Faction: Dogs of War Faction traits: Mercena
Thanks, will change for next version.
Uploaded 1.1b, changelog http://childrenofstorm.wikidot.com/versions
Actually they specifically can wear those parts, they just don't have visuals for them. Far easier to balance it like that. By the way, you asked how to put the tactical maps into the game. The primary way is to do it through the terraintype, where you can get a random selection going. However, you can also do it through any tag in either quests or goodiehut monster lairs. The encounter tactical battle only applies if the encounter members are the defending units
[quote who="Shabazza" reply="151" id="3369311"] OK, so on random maps, there should be your rivers etc?[/quote] If you have the Rivermod installed, yes. But they will not always appear on every map.
[quote who="parrottmath" reply="150" id="3369309"] Are these tactical maps triggered by creature type? How do you enable tactical maps to be chosen for the battle in a seemingly random battle on the field? edit: Your title for the thread is not up-to-date [/quote] That was just an example, most of the tactical maps are additions that were required for the new burning lands and arctic terrains. To give another example, each river type has a tactica
The maps are tactical maps that you will find as you play the game using the mod. For example, if you attack a group of Gibbai monsters they will pull you into a nightmare dimension (which uses a new tactical map) and you'll have to fight them there.
I think we just disagree with each other, and we're probably not going to reach a consensus. I think adding another damage type is way overboard and I'd rather remove the weapon completely. Meanwhile, +10 Fire damage against undead makes perfect sense to me. You obviously disagree, so let's leave it at that.
Armor penetration would clarify why it isn't effective against banshees. It can't hit them.
Armor penetration would clarify why it isn't effective against banshees. It can't hit them.
Adding a new damage type just for that is a total overkill. Far easier to make it deal some magical damage, or why not add armor penetration against just undead.