[quote]Magic tech: Clairvoyance (allows remote channeler to cast spells into a battle)[/quote] Ah yes, more cool stuff from AoW. :) I hope the channeler wont have to be stuck in a tower though...
Magog_AoW
Take your time with FE... no rush... Fall 2011 sounds just fine.
I've been working with the Particle Cauldron and recently started adding my own shapes/textures. The problem is I have to add them (the png files) to the games main directory for them to show up in the Cauldron. Could it be fixed so that the Cauldron checks for shape and color png's in a folder in the mod directory as well?
FE will be so cool. So Derek... Is it possible to add spell effects to ranged weapons?
This is very cool indeed. And if you write another book I will definately buy it. I don't read fantasy litterature normally but I really like the idea of combining a book with a game like this.
[quote who="mentalinstra" reply="2" id="2914246"]You play Dominions 3 but you can't figure this game out?[/quote] Good point. I'm lost already at the main menu of that game...
Can't see it in any browser. They're simply not there yet. :)
[quote]You don’t have housing in Fallen Enchantress. City Building is much more specialized[/quote] Sounds great. I never got any kicks out of building the cities in WoM anyway...
I personally don't care which market a game belongs to, I buy AAA titles as well as indie and middle market stuff if I find it interesting. Right now I'm equally excited about Dirt 3, Fallen Enchantress and Panzer Corps. I have no problem paying $50 for a game, regardless if it is a large or a small game. Imo, PC games are cheap.
I'm not playing the game at the moment because of reasons already mentioned (blandness, lack of strategic depth). But I still hang around because I'm sure there will be a good Elemental game eventually. If that game is Fallen Enchantress or patch 1.3 or some mod remains to be seen. It is very much still a work in progress imo.
[quote who="Sethai" reply="68" id="2907496"] have slightly overpowered traits if you like, but surely there are better ways of limitting their ubiquity than randomisation? no other game does this.[/quote] In AoW:SM you had three random level up traits to chose from. But they were random based on the heros class, so the traits you didn't chose for level 2 could pop up again for level 3 and so on. I agree with Derek here, a limited amount of level up options will be more in
[quote who="Alstein" reply="2" id="2906554"]AOW gave the choice of stat buffs or a trait, and it worked great. Love this idea! I'd look at AOW: SM for some generic ideas to borrow [/quote] Yay, that was my first thought as well... :) AoW:SM and all other TBS from the 1990-2000's are pretty good places to steal get ideas from. I'm glad Derek seems to think the same.
[quote quoting="post"] Base HP lowered from 10 to 2 for trained units. Minimum trained unit group size changed from 1 to 4. [/quote] I'm positive to the idea, but I would like to know more about what you're after here. If you lower the stats of units will you not end up with only cosmetic changes? Will 4 units will be as powerful as 1 unit is today?
Gaaaah *removed*
[quote who="M. Agrippa" reply="280" id="2902036"]I think it looks really nice, I like the interplay of the white core with the purple outside effects. The purple trailers coming out of the back as it flies looks really nice. My only feedback would be to try and increase the area of purple and relatively shrink the white core in the large ball form of the effect (appears in casters hand and occasionally as it flies). And only do this if you feel like refining it again, otherwi
[quote who="Frogboy" reply="92" id="2901280"]Well in v1.3 the game takes a pretty different course as I'll be the one implementing features directly. So in brief: Tactical AI changes Strategic AI changes No more training of individual units (4 will be the new minimum) No requirement for buildings to build a unit (buidings will enhance units but not be a requirement) FOW will matter more (money generation) Changes in the food/housing/prestig
Here's a more purple one. Not sure what I think... I'll let you guys decide. <embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/bvnnvqY5x5c?fs=1&hl=en_US" allowscriptaccess="always" allowfullscreen="tru
Ok I will try to purplify it. It is purple already actually but the intensity of the particles makes it look more white.
How about this:
$20 is nothing. Buy it.
I would like to try making a new particle for Arcane missile, if that's ok. It's used a lot and need to look better imo. Freezing rain and Flame burst... Do any of these have tiles made for them?
Here's the xml for the hands 1.0. Lowered the height slightly and added some brown particles as well (I noticed that black particles on fallen land is invisible... surprise surprise.) http://www.shell.linux.se/dsk2293/ewom/Sheltering_hands_1.xml I need this added to the MG_BattlefieldSpells.xml: &n
Version 0.99 of Sheltering Hands.
No. But if they implement a qick battle mode that can be played in like 30 minutes, then maybe yes.
[quote who="John_Hughes" reply="264" id="2896918"] Particles will be awesome, but without some way to LOCK the character in the center of the square, in the Hands, the player has no control of how it looks. An enemy attack pulls the character to the nearest edge of the Tile and that kinda spoils the effect. Vines covers the whole tile so it quasi circumvents that problem.[/quote] I know... :/ Is it possible to make a tile with many smaller hands sticking out of the