OK, in my quest to eliminate Medic/First Aid for Banshee Sovs, but not from other factions, I DID manage to get the Allegiance: Banshee prereq to work! This also has the side effect of creating a new Allegiance category, in case you wanted to create some Specific champions for that new Allegiance category. Other champions will appear if the game can't find enough champs sharing your allegience, but at that point it's a random mix between Kingdom & Empire. Not
tjashen
Or at least a scroll bar! I've beaten up Stardock a few times about the lack of a mouse wheel workaround. Specifically, it's a friggin' pain for me to design tiles, 'cuz i can't zoom in to see if I have 'gaps' in my structure. I've been 'asking' for a keyboard button option (page up/down, or whatever) since EWOM. My marble mouse is highly useful, great for painting in photoshop, and most importantly doesn't cause pain to my w
Hey Again Abob! OK, so I checked to see if my Path was appearing. I deleted Assassin temporarily, and sure enough, Spirit Mage showed up in the #5 slot. I tried a few things (delete Unit_Level, delete Unit_Level_Path, etc.), but nothing seemed to work. HOWEVER, I did hit on something, in my quest to remove the choice of First Aid for Banshees. Using the Ability Prereq, and the Allegiance Prereq, I knocked First Aid off of the General tree for
The above zipfile now also includes files that incorporate my CustomSovereignCreationPathPicker mod , as well as 'Standalone' files. See the readme for details.
A link to the zipfile for Version 1.0 has been added (see the first post).
One other note, something to put on the 'might want to consider changing at some point' list. I've noticed that some icons for passive traits end up 'cluttering up' the column of traits on the left when viewing details on a Sov, or that they appear in the row next to the Round Unit pic in the Army Action window in the lower left. It'd be nice to have some sort of >1 or similar tag. This w
I just wanted to note that APPARENTLY someone at Stardock is already using Heavenfall's Stat Background mod, and apparently has played the Children Of The Storm Mod. DLC04 custom Sovs have a bunch of BG tags in it, noting CoS in some commented out text next to those tags, that are part of the Stat Background mod (see the code for Generic Undead Sovereigns). So you guys are halfway there r.e. implementing those Background stats (the Undead already have them 'coded in'
Hey Again Abob! So, since you distracted me from my task, I tried restricting Mage using the tag above. No dice. I also 'inserted' BansheeMage into the CoreAbilities.xml, and placed it before other Path listings (so it would appear first). The Blood prereq is not functioning in that window, so 'regular' people can still pick it. Also, the 'lack of a scroll wheel' reared it's ugly head again, so in order to see more than 5 classes
[quote who="abob101" reply="15" id="3470698"] Quoting tjashen, reply 8I've tied the BansheeMage profession to the Banshee trait, via a prereq. What prereq tag are you using, I never could manage to hide a Path choice ? [/quote] For hardcoding a Path to a specific trait (in this case, PathOfTheBanshee), I simply added this to the PathOfTheBanshee ability code, in the usual spot for prereqs. [code="xml"] &n
So I've been experimenting with the Custom Sovereign creation windows... While I still haven't quite worked out my 'Lieutenants' thing, I did discover how to 'hard-code' a Sovereign's class into a Sovereign's Unit file. It's actually pretty easy, just add this code, where you see all the other tags: PathOfTheWarrior</Sele
OK, this is something I've been playing with in my own games for a while now. I'm a fan of faster games/units, hence this mod. Also, I like a little more differentiation in move rates over various terrain types, and have attempted to incorporate that concept into this mod. This Mod increases movement over various terrain by up to 2x, over the current move rates. This means that a unit which has a move of 2 can move through up to 4 grassland squares. Oth
Dhuran, I'm somewhat close to getting this ready for beta testing. I just need to finish up the Banshee Mage tree and do some .xml cleanup. Then I plan to hit both you and GFireflyE up for some testing, to see if we can fine tune this adequately. On another note, I have another one of my very simple mods that I hadn't gotten around to posting yet (I've been playing aroun
Dhuran! I was planning on asking if you'd want to include her as a Sov choice in your mod, once I wrapped things up. And DAMN STRAIGHT I'm crediting you! Necromancy Revamped was the first place I went looking for ideas, once I was majorly sidetracked down this path. Someday I'll get my other mods done... I KNOW what you mean on how hard a unit like this would be to balance. Really, one on a battlefield is enough, any more is overkill! <
I'm looking forward to (finally) being able to purchase a Kaveri Laptop, which Mantle can utilize. AMD has been being real slow on getting those mobile APUs to retail, but fortunately my circa 2007 laptop is still holding out! Hopefully sometime this month...
Thanks Heavenfall! Might be above my ability to figure that out, but when the time comes, I'll be glad to give it a shot. Still plugging away. It's the load/test thing to make sure I have everything right that takes up a lot of time... Note the Grave Chill ability above. This is one of several reworks of a Necr
The 'newer' Battlestar Galactica also deserves Kudos on the Newtonian end, and yes they've had some good stuff as well (with better CG templates to boot). It's nice to know that SOME Hollywood FX people care about space movement physics... Aerial style dogfighting doesn't work if you don't have 'atmosphere' to push your flight surfaces against...
Babylon 5 - Severed Dreams. They did a great job with the setup, so you actually cared about some of the characters involved. Hiroshi's big moment presses the appropriate buttons/chokes you up. [video]http://www.youtube.com/watch?v=YYoCvgAAiQ8[/video] I particularly appreciate the B5 Space FX work as they pay better attention to Newtonian physics with their designs. Some of the other battles in B5 are really cool as well. However, Sev
Thanks Heavenfall! I did look through CoS, but wasn't thinking about transparent textures at the time. If I get as far as creating more 'spirit professions', I'll keep those in mind. Still looking for transparent weapons, though... was creating transparent meshes for your mod an easy thing to do? GFirefly, I've tied the BansheeMage profession to the Banshee trait, via a prereq. So it won't appear unless you h
Quick update: Plugging away at the Path Of The Banshee tree. The tree itself a jumble right now, as I hammer away at the .xml, but here is the relevant artwork: <
Why yes, it WAS a few Undead custom Sovs that saw this code! Sounds like we are part way there. So now we just need to get it embedded into the 'rest' of the code! I haven't created a 'non-undead' Sov since I downloaded the DLCs, so I have no idea if said tags would show up with regular Sovs if you have DLC04.
Here's an ingame shot, showing an our Banshee Sov in motion as her stack await orders (note that the maximum stack size is only 4):
So Heavenfall, I don't remember installing this (been trying to keep my install relatively clean for my own modding, although this mod is a good idea), but it looks like part of it has crept into the code (seeing Is Immortal, etc. in the code that is outputted from custom Sovereign creation). Am i imagining things?
(Original Post moved here) Sooooo, I have a few things I'm trying to get ready for prime time (2x Strategic Move Mod, Minor Terraform spells, new City Hub Idea, etc., yeah I get distracted easily), and for some reason when I was making a female undead Sov, I decided I wanted more of a Banshee Sov... Anyways, meet my Banshee Sov!
(Post Cleared for Mod Info) This thread is for my Banshee Spirit Mage Sovereign Mod and Custom Faction, The Restless Undead. Meet Vlukandria! And Toasty Skull... I'm getting close to bun
Just a quick note here, since you are looking at pathfinding. Strategically, you can move a unit square by square until you run out of movement (this is fine). However, tactically you are only able to 'click to move' once during an action, with your unit ending it's movement where you clicked. Normally, this isn't a problem, but if there is 'inclement' terrain such as mud or fire, sometimes your unit chooses to move through the bad terrain instead