[quote who="Raledon" reply="19" id="3228515"]Tried but couldn't find an expression that returns anything, such gold or mana. I almost suspect they didn't make such an expression...[/quote] You have to create a hidden unit stat that changes according to the amount of the resource you have. Then that stat can be used in calculations. I'll post some example code this evening.
jshores
[quote who="seanw3" reply="16" id="3228123"] Does Corruption work on your shards?[/quote] Not inherently, but there may be a way to modify the existing spell and give it an extra effect or create a new spell that does. I plan to throw the spell out anyway so not a biggy for me, but it may be important to people who plan to keep things pretty vanilla.
[quote who="GFireflyE" reply="77" id="3227969"] Quoting Frogboy, reply 73Civ IV must have really sucked. Lots of mods. As awesome of a game as it was (and imo the best out of the 5 currently released), it still had some eye-soar errors to it. The map generator. The road spam. The stale end game. I can understand that modding could have happened to that game fairly quickly. "Lot's of mods" is also different than "how soon after release before lo
I think this sounds like a great idea for a mod. I hadn't given much thought to whether spells should be researched compared to the current system. I like your take on it.
[quote who="Woffle99" reply="71" id="3227875"] Quoting GFireflyE, reply 61 Moving back to modding, there are a few things I would like to say as I fall into the category of "I don't want to try mods, vanilla should be perfect in every way for everyone". Well....almost fall into that category... Vanilla should not require mods in order for it to be 'perfect'. All customers should have the right to expect that the product being released is in fact sufficent with
[quote who="GFireflyE" reply="66" id="3227731"] Quoting jshores, reply 65 Quoting GFireflyE, reply 64 Quoting jshores, reply 62 Quoting GFireflyE, reply 61 In fact, imo, as a developer you know you have a GREAT game when the players actually DONT take the time to make mods because they are so immersed in the vanilla. Naturally, their will be a eventual progression towards mods in a great game cause
[quote who="GFireflyE" reply="64" id="3227719"] Quoting jshores, reply 62 Quoting GFireflyE, reply 61 In fact, imo, as a developer you know you have a GREAT game when the players actually DONT take the time to make mods because they are so immersed in the vanilla. Naturally, their will be a eventual progression towards mods in a great game cause, afterall....it's a great game. However, the duration after release
[quote who="GFireflyE" reply="61" id="3227623"] In fact, imo, as a developer you know you have a GREAT game when the players actually DONT take the time to make mods because they are so immersed in the vanilla. Naturally, their will be a eventual progression towards mods in a great game cause, afterall....it's a great game. However, the duration after release it takes for those mods to start being made, greatly impact the perception as to how gre
This is what it does with the shards, not really that big of a deal at all:
[quote who="MidnightsFX" reply="12" id="3226730"]Interesting, my question- which might be very obvious but, perhaps I have just not seem addressed. Is, can you just add a resource slot on the opposite side, for a specific type, say your shards. Which fits next to, but not exactly in-line with the other shards? Maybe that requires a lot of work, I have not looked at how the UI is handled in this. Secondly, as a response to your debate about changing the shards I would say
Shards are hardcoded and any resources you make are treated like regular resources. I've thought about redoing the existing shards so that everything appears on one side of the screen. The only thing stopping me is a design decision. I am going to use one of two schemes for magic: Life Death Air Earth Water Fire Astral Blood Nature (Basically like Dominions 3) Or I
[quote who="MidnightsFX" reply="8" id="3226244"]Good to note! Did you perchance get it working correctly with random spawns in game?[/quote] Absolutely. For testing I set the spawn chance high, then once I was satisfied it worked correctly, I reduced the spawn chance to be the same as shards. They work exactly like regular shards with the only exception being that the indicator for the number of shards you control appears in the upper left instead of the u
Excellent, I am very grateful for the information!
[quote who="Aerion Istari" reply="1" id="3212139"]You can use a .png instead of a .dds for skins. I've had success just using a saved .png from Photoshop.[/quote] I didn't even think to try that [e digicons]XO[/e] . Will this work for things like sovereign/unit skins as well?
How hard is it to do this in Fallen Enchantress? I tried editing an existing texture using Photoshop and an nvidia .dds plugin, but I couldn't get it to work right. I am pretty sure I messed up when trying to save the .dds because there are so many options. Can someone give me a brief rundown of how to modify existing textures to create new ones? I just want to do simple things like recolor some of the animals to add more variety in mobs etc. Thanks in advan
[quote who="jackswift85" reply="18" id="3209981"] Quoting louist, reply 8I do break out some older ones from time to time, from Wolfenstein 3D to Warsong or Shining Force/Shining in the Darkness ( the former being tactical RPGs, the latter a dungeon crawler, all for Sega Genesis). These. I actually just beat Shining in the Darkness for the umpteenth time yesterday. Such a great game. [/quote] Same here. The quickest I have beat it
It's in "CoreLogos". You can do something like this: [code="xml"] DisplayName DisplayName,Description Dryads Crest dryadscrest.png<
The random loot option has yielded me more lucky hats than anything else. I am thinking of starting a hat store. I also noticed that the first 2 staves I picked up did not have a initiative penalty and I believe they did before. I need to look at all the staves, but this may be an undocumented change.
Master of Magic and Castles 2. I play both here and there every few months.
[quote who="Trojasmic" reply="43" id="3205320"] Quoting Heavenfall, reply 33Frogboy programs the game's AI. It is crucial that he understands how to optimize his own gameplay, in order to optimize the AI's. This is not a case of one player trying to one-up another player. This is a case of the AI developer making obvious mistakes which are then repeated by the game's AI. You see Frogboy moving all his units poorly in the tactical battle? And does that remind you of how the AI
[quote who="Frogboy" reply="24" id="3205002"]It's the same sound effect that's always been in there for that. Feel free to suggest a different one and I'll pass it on to Derek.[/quote] I think where your sound settings are different from mine, it was really noticeable for me. I changed mine to a sound from AOW Shadow Magic, the one when you get gold on the map.
[quote who="LNQ" reply="6" id="3204826"]Also my pet peeve, the sound effect when you pick up treasure that sounds like breaking glass is still there. It's almost as annoying as the "creaking door" noise when you pick treasure. Neither of these make any sense and irritate me enough to make me hate picking up goodie huts. If they were in context, sure. So if you have the creaking door noise when you find a goodie hut that's an abandoned wooden building, it's ok. But when
I wrestled with this for many hours until I finally broke down and moved it from my mod directory to the game Data\English directory. Just a note for anyone else who attempts to do this in the future, this will not work in the mod directory!
Brilliant. I imagine it took quite a while to figure this out. I appreciate all your help. :) I will update you with my results!
Here is the code I used in the resource xml: [code="xml"] Nature Magic NatureMagic 0,0,0 Gfx//Icons//Crushing_Stat_Icon.png &l