@Frogboy This point may have been hammered home by this point, but separating a weapon's chance to hit and its damage is necessary in order to have meaningful differences between weapons. Damage types would add another dimension, and allow all kinds of interesting possibilities--elemental damage and resistances, chain mail and plate having separate and viable advantages, cutting, piercing, and crushing weapons being
hairrorist
[quote who="psychoravin" reply="17" id="2771226"]As I said you don't know what you are talking about. Please ignore this falconne2 character. Strategy is strategy there can be limitations to it or not. If you use exploits or things the ai cannot or will not use then you are gaming the game not playing strategy. If you can't get it through your head that playing against an AI is DIFFERENT from playing against a human and that STRATEGIES are DIFFERENT and must be played DIFFERENTLY then there i
[quote quoting="post"] It seems to me that of all the complaints I have read about how the game is too easy tend to focus on specific, unintuitive, and often non-sensible strategies. What I am curious to know is who is twisting your arms to use these strategies to overpower the game? I have read that city spamming will allow the player to dominate the AI too easily. Did it not occur to you to just NOT spam? [/quote] The point of a strategy game is
Its more like 30 lines, and the point of releasing mods is so that people that don't know XML can still use the helpful tweaks that other players make. What's with the acrimony?
Hrm. It was not my intention to steal an idea. Someone requested this mod from me in IRC. Also, this adds Stables and Kennels.
Hrm. Are people having trouble downloading this? I've never had any problems at all with depositfiles. Is there a better alternative that doesn't require signup?
This is just a small mod that adds two buildings to the game. I was sick of finding only wargs as Kingdom or only Horses as Empire. The mount resources are so rare that it is very easy for factions to be completely unable to build -any- mounted units all game long. These buildings insure that everyone will have access to some mounts without making them commonplace! This tweak is so small I wasn't going to release it, but it was requested in IRC, so here y'all are!
This is a really great idea. OP, make it happen!
Maybe that's what Wisdom can be used for!
There's a fan made patch for MoM that fixes a lot of the balance issues.
One more bug report: Seems that Water Blessing now deals 5 damage a turn instead of healing... that was quite a nasty surprise! Also update re: equipment icons... it turns out that I spoke too early. None of the new icons load for me in game. Tried them in the default folder and also in the base mods directory.
Also unit morphing as has been mentioned. Most of the things that have been mentioned in this thread are already possible. Also, we -need- a spawnunit cheat. Exhaustive testing is simply not practical currently.
I'd like to see "FirstStrike" and "Cooldown" tags functioning. Also, a way to affect the stats of both CastingUnit and TargetUnit in the same spelldef. If this is currently possible it is not very easy to do or figure out how to do. A data dump of all available tags would be nice, as well as mods each having their own subfolders so we can keep them distinct. Currently the game ignores anything that is not directly in the mods folder, so we have to have
MoM isn't really a good 'game,' but it is an excellent sandbox. Winning was never the question, you won as soon as you started a new game. The fun was in the ludicrous number of spells, summons, heroes, and units. There was simply so -much- diverse and unique content that you could play for hours just dicking around and trying new things out.
I think the issue stems from putting them in an "Icons" subdirectory. They appear correctly when I c/p'd them into the base "Mods" directory.
Brad, I've been pretty worried since the direction of the changes has been so ambiguous, but it sounds like you guys are aware of the systemic problems that I have been concerned about and will be moving in the right direction! That's great news.
[quote who="falconne2" reply="27" id="2767834"] Until some APIs for the AI are released, is there much point adding special abilities? The AI wouldn't know how to use them.[/quote] This is just plain untrue. Our mod adds special abilities to every weapon and the AI utilizes them sensibly. Try it out! We'll be releasing .70 of the Unique Weapon Mods soon, which will give every unit three attacks: default attack, an alternate attack that is situa
I dunno, I kind of like the name generator. I get to conquer the world of Noob with me and my son, Asses.
Its the lack of special abilities combined with the simplistic two stat combat system.
Gnilbert, you might try looking at the code for that building someone did that doubles unit heal rate and mana regen. Might be code you can transplant onto equipment... worth a shot at least. Also, I love you.
Great project! Good luck to you.
Guys, its a promotional mockup, like most of the early screenshots. This is bog standard in the industry.
@GCFL If you purchased a copy, Illwinter will send you your code, I believe you just need a picture of the manual. Contact their support.
I am not sure where this should go, so I have crossposted it on the Support and Mod forums. Currently there is a critical design flaw in how mods are processed. It appears that mod values are processed before total calculations for unit stats are complete. Thus, if I modify a unit stat in a mod, additional computations are performed after the mod calculations are performed. This makes is impossible to make simple stat changes with a mod. If, for
I am not sure where this should go, so I have crossposted it on the Support and Mod forums. Currently there is a critical design flaw in how mods are processed. It appears that mod values are processed before total calculations for unit stats are complete. Thus, if I modify a unit stat in a mod, additional computations are performed after the mod calculations are performed. This makes is impossible to make simple stat changes with a mod. If, for