Astrolathese

Astrolathese

Joined Member # 3462925
1 Posts 19 Replies 74 Reputation

When I looked at the XML for the maps and I believe the tactical maps it seems to me it defined them in terms of size and number of sectors: T_Beach_Arctic_01 16 16 1 1

6 Replies 4,809 Views

An addendum to my earlier post concerning the "lair / dungeon" idea. I have no idea if you ever played the old games Breach2 and Rules of Engagement but, those were two seperate games that had an interlocking aspect to them in that during the games of Rules of Engagement it was possible to have your ships get close enough to engage the opposing ship via boarding parties. This portion of the game was normally played out in a purely strategic setting within Rules of Engagement but,

193 Replies 141,550 Views

Frogboy, I truly hope that you do as you have stated and make this into the game it could have been... That having been said I acknowledge my sincere disappointment in the game in it's current state but, since you are asking for what may be done to improve things and if I read you correctly what we think should be improved upon to help E:WoM turn the corner and achieve something special here are some of the core elements I believe need to be worked on the most. <

193 Replies 141,550 Views

For anyone working on this who hasn't seen the post in the Dev Journal area, Frogboy has posted a thread on Creating Quests Part 2" in it he lists what I belive to be all the variables and functions available at this point (@1.07). https://forums.elementalgame.com/396539 From that it looks like "GameModifier" "ModType" "Map" "SetEnvironment" "SummonUnit" "UnitName"* will be the command structure th

30 Replies 17,544 Views

Looking at it carefully I think I am right this creates two things the location and the wandering / stategic map pack of wolves they have a wnadering Radius of 0 though so they stay in that location. The Location then triggers another battle with another group of woves based on it's own trigger which is in Quest_Part_2_TheWolfBattle.

30 Replies 17,544 Views

Glad to provide the assist, you might also look at an idea I have had and posted in the Elementerra thread. I think it is possible to create custom tactical maps just like custom regular maps. This in turn means that it might be possible to create "dungeons" or "lairs" for NPCs or Monsters. these could be designed to change the battle mechanics so that typical tactics aren't as effective and once some experimentation is done with it to see if fog of war could be implemented

30 Replies 17,544 Views

Cephalo, As the person with probably the greatest knowledge of maps / mapmaking so far that I am aware of I wonder if I could get you to look at the tactical map files and see how similar they are and how difficult it might be to generate them in a similar manner. I have the idea that it could be interesting to have randomization of the tactical maps based on a set of presets like was mentioned above with spawn points assigned in a similar manner

241 Replies 755,672 Views

This actually will do that I think - just need to add the line X in order to give it a spawn location within x of the encounter point I remember there is another quest that results in an Alpha Wolf being spawned and also an encounter at the location of the Alpha Wolf I'll see if I can find it. The Akpha wolf when it is spawned if vissble on the map as though it were a wandering monster. edit: I found it - look in Quests_Level2.

30 Replies 17,544 Views

I think if I understand you there is already a quest that is in game that does something like this quest does from in the Core Quests folder "Quests_commonquests.XML": [code="xml"] The Silver Flute &n

30 Replies 17,544 Views

Looking at some of the other creatures you might consider making the abilities part of a creaturespellbook like with the spiders and giving them a mana cost and an essence to the creature so that once they reach x level they are able to cast / use the ability in that way.

7 Replies 4,403 Views

Actually it may interest you all to know that it has been mentioned in another thread that a resource tile can be made into a variable tile able to have more than one possibility for building an improvement on it. I'll try and find where I was it written in at but it was by a stardock person so it should only be neccessary to modify the tiles to give the other option for now or repupose them as suggested.

35 Replies 14,512 Views

Kalin I think you misunderstood the second point I was making - there are a set of lines that I will try and locate again that state something about number of points given on level up I don't recall exactly how it worked and will have to find it again but I actualy was wondering if it might be possible to insert the exact code line from one of the health items into that same field area and cause it to increase at each level in that way. I also remember when looking at the NPC and monste

22 Replies 14,561 Views

Kalin I have been looking at alot of the XML today that effect various stats and functions in the game. I recall in the course of achieving the headache I not have by reading and interpretting XML for 5 hours that there is a XML that controls AI I think it was AIcorerules or something like that and that there were a variety of different variables in it which cover things like farming, self-preservation and other things that seems like a good starting point for changing the

22 Replies 14,561 Views

Looking into the XML I have noticed that various techs have an assigned value so in fact some of the initial part of tech trading is in the game. As for implementation I think part of the proble is the way that the current tech tree is constructed. Currently you aren't actually researching an individual tech within a tech tree you are researching an advancement to the tree as a whole then selecting which tech you get upon advancing the tree. This then make trading for tech m

24 Replies 63,687 Views
Reply to Why MoM? in War of Magic

As a person who played MoM first at a friends house when it first came out then went out and purchased it myself and still play it to this day I can state that MoM was definitely buggy and occasionally frustrating with the bugs that were present. Beyond the bugs though there are so many features, combinations of circumstances, each race had an individual "building / unit tree", little challenges, random elements, options of customization and rewards that made the game excel especi

88 Replies 285,078 Views

I actualy don't think the roads files are a DDS file, I believe the roads are actually .hkb backgrounds which means they are Havor files if I understand correctly. I came to this thought after actually changing some of the look of the roads .png and looking at the .dds files using DDS Converter 2, I would know for certain it I could figure out how to look at those files though. I mostly come to this opinion because I don't see the arc shaped roads that appear when you have two roa

2 Replies 2,318 Views

Hey all, I am relatively new to some aspects of modding, I have had alot of experience with photo and image manipulation though so some parts of it I already know. What I am trying to do is use some of those skills and improve the ability to see certain things on the cloth map and the close strategic map images. I started this off intending to make roads more visible and then to work on some of the other items but am having trouble even locating where these images are. I hav

2 Replies 2,318 Views

I have a serious question not intended as a provacative question or to try and create a situation as it regards LAN setups and internet access. I am in the Navy Reserve now and was formerly active duty on submarines. In my current unit and when I was active duty there have always been a few active gamers who have had our laptops and have setup LANs during our off hours to play various games in whatever space we could arrange. TBS especially those that we could save and resyn

434 Replies 1,402,555 Views

All these changes sound great and like they will result in a much improved system, something everyone is looking forward to. As most people have stated I have concerns about the spellbooks changes unless you intend to do something like this: 1) Make each Spell book into their own individual tech tree within magic, thereby forcing a player to learn level 1, 2, 3, 4, 5, 6, 7, in order to get those high level spells that we will want .... along with: 2) Make magic scale i

265 Replies 681,570 Views