[quote who="Wintersong" reply="5" id="2763958"]I have tried Undead 2.0 adding the CoreLogos file into the Race folder (internalname of the CoreLogo as PreferredLogoType for Ravenloft_Faction_Custom). Works fine. Edit: works in the Units folder too. By the way, does the mod affect Altar males' face? Reduced 75% Original 545 x 584 [/quote] ITS LION-O! I want my army of Snarfs! THUNDERCATS-HO! [e digicons]:rofl:[/e]
w34sl3
Nice, more awesome work! Good job! Bring on the Pikes!
Have to say awesome work. Cant wait to squash those Draconians with my army of Kenders! Onward insult layden hopaks of death! [e digicons]\o/[/e]
Nice work! Skins look good, Like the castle, but gotta ask on the skin is the pentagram specific to the Ravenloft lore or is that just something you threw in? It has been a long time since I read anything Ravenloft themed. Anyways, keep up the god work! [e digicons]:beer:[/e]
I was also thinking about a Wheel of Time mod. I had wondered though about how to make it different than just changing faction looks and the map. Jordans world was very culture specific. From the Seanchan to Amadicia to Cairheinin to Illianer, on and on. Each different in thier own way. How do you dipict those differences ingame not only through visual but in a game mechanics aspect? I was thinking the current combat system to be too simplistic for a good representat
Or you could download my mod and look at what I did for the buildings. [e digicons]:grin:[/e] or just play with them as is and enjoy. [e digicons]\o/[/e] https://forums.elementalgame.com/395553
Are food bonus buildings (like+25%) added before the buildings that take things away or after evenry thing is equaled?
"Now witness the firepower of this fully ARMED and OPERATIONAL battle station!" [e digicons]:grin:[/e]
It works I tested it for both factions. I originally ran into two problems. 1. You have to define the operator ala + or it will multiple things by default. Perhaps even by a percentage, I cant recall. 2. Was I had thought I had to define the operator before the value, because otherwise I got a wacky bug where the value was add to the hitpoint total of the unit stationed in the city instead of healing their hitpoints. But looking over my co
***This is still a Work In Progress*** I made some simple buildings for adding to the Health and Mana regeneration, which I felt needed a little boost. There are four buildings in all, one of each type for each faction. Each side gets one in their Military tech tree and one in their Magic tech tree. You can download them Here. The Mana regens add one more
I agree and I am pretty sure this has been asked about/mentioned before. A nice list of all the commands that are currently in use would be great. I for one am curious about that disappearing pioneer trick. [e digicons]^_^[/e]
I am going to have to agree here as well. Complexity isnt a problem. Hell the unit designer is a blast. Nothing like making exactly the unit I need/can use at the moment when I need it. I dont really see a problem with having a mana pool either. but hey who knows, maybe I will like the new way magic is handled too. I like many I imagine, just dont want to see the game dumbed down. It needs more stuff added to it, so the player has to make choices in how they want to develop thier king
[e classic]:congrat:[/e] Awesome! Thanks for the update and continual hard work! [e digicons]XD[/e]
[quote who="Gnilbert" reply="5" id="2753524"]Well, I'm almost embarassed to post this, but I found a ... creative ... way to get around the issue. I'll do a better tutorial when I'm back from DragonCon, but for now: The steps go something like this: 1. Create the new ResourceType (UnholyMana): Global=1, Worth=5, Stored=0, Shared=0, ShownInGlobalDisplay=0 2. Create a new UnitStat (UnitStat_UnholyMana): DefaultValue = 1 3. Create a new PlayerAbilityType (A_UnitStat_UnholyMa
[quote who="Gnilbert" reply="10" id="2746390"] Quoting James009D, reply 8 Hey there, nice tutorial. Do you have any idea how a calculate value could be applied to a history or trait. Take the merchant, for example, how could I apply this: Unit &n
What about defining the terrain yourself with some tags. I dont know how to do this off hand, but I imagine looking over the terrain types might give you some clues. Perhaps copying one of the formulas and then assigning a generic terrain number to it along with the desired terrain type. Maybe that willl define it as swamp terrain and you can use that as a reference xml file. I have been wondering about how we define things ourselves, but we need more info on the tags already use
Wow went through seven pages, thats alot of great feedback! Here's mine. Bugs!: Watchtowers. They do not currently add to the sight of any cites. I looked in the xml file of the watch tower and it has no command to do anything. Just all its building costs, etc. Might w
One way to control the monster spawn area, would be to create the previously proposed outposts but have them spawn influance. Thus you could expand your territory without building more cites. I would suggest allowing healing of units in those outposts as well. Ofcourse income from resource sites will have to be increased to compinsate for less cities contribituing to said income. Maybe by one tick or two, so things dont get out of control.
[quote]I'm inclined to think that would exacerbate the uncontrolled lands spawning mass irritation though, which same is not just for caravans given that they will also attack settlements... I think I would prefer that creatures spawned from locations that could be attacked to "clear" the lands of such randoms, with increased tech generating more spawn locations rather than just increasing spawn types and difficulty. [/quote] I am 
I follow what your saying about the map size. I will play with it more to see if the new patches make it more stable. Something is was thinking about when you talked about having large gaps between players. If you do this is might require changing some game play stratagies. Like building cites that only have one purpose, like building troops or food. Then laying out a starting guide or suggestions for how the players might start thier cities. Like saying in the begining it is suggeste
[quote]Because the default "large" map size is not nearly big enough for Middle Earth (it's only 12x12, iirc). I tried it, and didn't like it. 24x24 might have been a little excessive. I was counting on the optimization to make it better (as I made it during the beta). It certainly does play better than before. Also, there's a tutorial by RavenX/Frogboy that shows you how to make custom map sizes, because you're right, normally you can't. It's very easy to change that, though.[/quo
I have down loaded the map and was wondering why you decided to make it so big? 24x24 is way to big in my opinion, I would offer maybe half that size as a suggestion. I wasnt aware you could make them that big. I tried to play on it and the game crashed after about turn 5, lol. That could just be the current state of things, or it could be the size of your map. Also how will people on older machines play your mod if this is an issue? Just some thoughts. P
Thanks for the info and the update. Keep up the great support. I hope you all got a chance to chase down that nasty memory leak. (bad leak, BAD! go sit in the cornor.)