thank you heavenfall, atm im just playing around with the cauldron and trying to put in the old effect i made back then, a pity it got so messy this time and i really hope they will fix it soon [e digicons]:S[/e]
Icecrown
im trying to modify the look of a spell but, now the spell execute both the new effect and the original togheter what im doing wrong? - i have created a copy of the file "Corespells" - modified the line with the new effect name: T_Blizzard_Particle &nb
yep is not working atm
the mod is now updated for 1.08 sadly i can't manage to make it work in the way baleurion suggested :(
was expecting this when they announced all those changes to the spells system ^^ i will fix that but im afraid you need to remove it for now [quote who="Baleurion" reply="106" id="2776380"]There is a way around it...... Only add the information in your mod xml that is changed from vanilla.. So in effect, if you ONLY change 1 line (or however many it is) in a fireball_spell.xml, you can just make a new fireball_spell.xml and add nothing but that o
[quote who="EviliroN" reply="93" id="2772427"] Quoting hairrorist, reply 92Icecrown, this is truly great work! One thing you might consider is removing the dissipating smoke effect that occurs at the tail end of some of the animations. It drives me crazy to have to wait until every last particle has resolved until I can move or attack. I think this quick fix would catapult this mod from Great to Legendary status. +1 <br
updated the first post with the earth spells ^_^
[quote who="tanafres" reply="57" id="2768766"]Also, non-square area-of-effect spells / effects. for example: 1. lightning bolt a straight line from caster for some distance, all units in line in jeopardy of damage (for bonus points: allow or disallow friendly fire, whichever is not the current default) 2. dragon breath that's a 'T': 1 directly in line, then 3 behind that. (Though even just a 2-distance straight line would b
[quote who="josephhong2486" reply="84" id="2764268"]What is the full directory path to place this mod with win7 64 bit? My Games/Elemental/mods or Program Files (x86)/Stardock Games/Elemental/mods Thanks in advance [/quote] put it in here : Program Files (x86)/Stardock Games/Elemental/mods ^^
rly an impressive work, more karma for you [e digicons]k1[/e]
updated the first post with link and video for the air spell :)
[quote who="Heavenfall" reply="72" id="2754395"]Going through the files I noticed that your infernal spell lacks a Also in CoreSpells_WATER_Strategic.xml you referenced an effect that wasn't included named named MakeTundraMod [/quote] thx i fixed the infernal and reuploaded the mod, for the make tundra it seem all right to me, it use the new blizzard effect as intended :) and for those who asked : yes i inte
[quote who="GaelicVigil" reply="97" id="2752541"] Secondly, what I have feared is coming true. Modders are spending their time and effort fixing bugs instead of creating new game content. In my opinion, it seems like a better idea for modders to spend their time enhancing the game content (adding maps, units, races, etc) rather than doing the work that Stardock is already being paid to do.[/quote] personally, im redoing thing stardock already did with the main purpose
[quote who="Heavenfall" reply="64" id="2752004"]Yes, yes it is. Hopefully we can work around that next patch, or in a few patches. As for now, you're stuck with either or. Icecrown, how do you feel about allowing me to reference your files in the mod? I hate to use the word "include", but that's really what I'm asking.[/quote] no problem at all, feel free to include it in your mod (actually it will be a pleasure) :P
[quote who="Heavenfall" reply="55" id="2750854"]I notice you're not using any gameprops on the ground after the spell has faded... any particular reason? Don't get me wrong, the effects are 100% top notch (and ten times better than stardocks). For example, you could add smoke or fire on the ground, or ice crystals that last for duration:x.[/quote] the only real reason is that i can't get it to work as i want(like change the tile completely), i can actually make some particle stay fore
updated the first post with the water spell download link and a video :)
[quote who="Heavenfall" reply="50" id="2748562"]Need a re-upload, Icecrown! The link isn't working, I keep getting "The file you are trying to access is temporarily unavailable."[/quote] uploaded on filefront hope it will work xD
[quote who="Axis1354" reply="48" id="2747924"] yep I had been starting new games. Apparently though I forgot to "enable mods" in the options menu. A quick question: Do I really need to put this mods files in ...\Elemental\Mods\Effects or can all the files just be lumped into the \Elemental\Mods folder? Thx -Axis [/quote] just put all
[quote who="vieuxchat" reply="39" id="2746607"]Icecrown : in the cauldron I didn't find what was the purpose of the speed option in the emitter's sets. It's the only thing I can't figure out, and I would need it for my tutorial (and what do you think of it ?)[/quote] you need to set a direction for your emitter (ie set direction y = 1.00) than you can adjust how fast he travel along that axis with speed option :) for the file problem, i will put it somewhere else later today (
[quote who="JWConner" reply="36" id="2746165"]Very cool spell effects. Do you have this mod uploaded anywhere else, as the MegaUploads site is saying it's unavailble.[/quote] is working now, if that happen again just wait a little [e digicons];)[/e] [quote who="BoogieBac" reply="37" id="2746429"] It's too bad we can't get persistent terrain scarring. You could probably pull this off (on the main map, at least) by throwing a "PlaceEnvironment" map gamemodifier into
[quote who="Baleurion" reply="24" id="2742312"]Whats the difference between putting it in the elemental/mods folder as opposed to the mydocuments/mygames/elemental/effects folder? Seems to work for me, but i'd like to know the difference.[/quote] ye both of them work, the only real difference is that the mods folder have the priority over the effects folder so you if you have a file with the same name in both of them, the one on the mods folder will be loaded :) </p
[quote who="Annatar11" reply="29" id="2743228"]Hey there Icecrown, I've been playing lots with this mod this weekend, and have a few comments Most of the effects, especially the higher level spells, go on for a bit long. The game doesn't let you do anything until the particle effect plays fully, so with a lot of casting often you have to wait an extra second or so each spellcast without anything really happening - for example, Melting Touch waits for the ground to change color bac
[quote who="Dr Franknfurter" reply="19" id="2740516"]Great work already, I noticed a lava crater in the decals in the tile editor... any way of hooking it up to a fireball? so you create on target/change tile under target to lava crater? Or add a "blasted" effect for a few turns to target and make that a seperate spell that changes the terrain under target or has a persistant particle effect (like smoke?) Atm though I have low framerates in tactical battles and it preven
[quote who="TheProgress" reply="6" id="2739150"] Is there anyway to have the fireshield effect remain active once cast?[/quote] not as far as i know :( [quote who="mp8481" reply="10" id="2739234"]hmm, looks nice, however, I thought all mods are suppose to go in the documents/my games/elemental folder, not the elemental main folder in your C Drive? Although I do see a Elemental/Mods folder where I have Elemen
UPDATE : New version with 1.08 compatibiliy, remember to delete all the old file, because i have renamed all the file (it was such a mess before) and they won't overwrite the old one DOWNLOAD : http://www.filefront.com/17302498/Icecrown's Mod Update-1.08.rar