One other issue--healthpacks giving HP back during tactical combat but not on overland feels... wrong. Also, it can be exploited if your unit moves faster than an opponent. Is it possible to mod overland healing?
hairrorist
That's another cardinal sin in a game billed as mod-friendly.
I would KILL for some documentation, or at least a data dump of all the tags. Can't be that hard to do, and for a game that is supposed to be modding friendly, its a crime that it is so poorly documented. Also, Gnilbert, or a mod, can you move this thread to Support? It'd probably get more attention/stay near the top there longer.
Note that FirstStrike is broken currently, as well as Cooldown. Also, a SpawnMonster cheat would be really helpful... Is anyone else getting somewhat bizarre return values for simple AdjustUnitStat changes? Disrupt Damages the target and
Gnilbert, Great work. A few things I've noticed: - Blessing of Water does not correctly add a heal over time. - Did you mess with the resource spawn rates? Since I started using your mod I've been getting ridiculous amounts of resources. - Every time I download your mod, I change the staffs to use no mana but deal defendabledamage instead of CurHealth. I think this really solves the issue of needing magic users to be useful after they bu
We can do extended range, but it would be a bit funky. It would function like a ranged ability attack, so it could pass through a unit to attack behind it. That's not really ideal. Grappling turtles... Actually, you just gave me an idea for a net weapon that roots both units for a certain period of time.... Or maybe its a "Martial Arts Training" kit that roots both units and applies a bleed to he target. That would be fun! Upcoming featur
A quick update on the goals of this mod. The main problem with the current tactical combat is that units are currently cookie cutter templates attached to numbers. We want to change that by giving each weapon a tactical role on the battlefield. Let's take an example of the pike. It allows new strategies to form. - - E - - - - - - - - - P - - D - - - D This is a basic defensive line
Nimbly, a quick thought on your counterattack woes--try setting a negative counterattack modifier that lasts one round as well. Voila!
You can add essenceless abilities by using the Cooldown tag. Unfortunately it is broken and will crash the game if set to anything other than -1, the setting for once per combat. First strike is also a broken tag. Its frustrating.
With the shard multipliers, magic gets pretty potent. Melting Touch or Morrigan's whatever is just plain scary with one or two shards. Int x 6 in damage. OUCH! Or Int x 3 in a 3 by 3. The other serious problem with Elemental's combat is how important starting first is. With a few mages I can wipe out most forces on the first turn. This is compounded by the I hit/you hit combat sequence. The first hit in combat is so decisive its silly. I
I think splitting defense into Defence = chance to avoid being hit Armor = Amount of damage negated And if there's room for another, Resistance = Magic Defense Splitting the defense up this way would really add a lot. I don't care as much about spell resistance as I do about defense/armor.
I think the fundamental problem with a lot of Elemental's issues is the simplistic Attack / Defense mechanic. It doesn't allow for much diversity at all, and boils unit design to simply choosing higher numbers. If we separate Attack values and Damage values like every other gaming system, it allows for much more interesting tactical dynamics to form, and allows a lot more diversity in unit design. Defense should be further split between Defense and Resistance. or Defense and
Can you add the Unique Weapons Mod to the list? Authors: Kenata, Harrorist
Hey guys. I've noticed a few modding commands are broken. If you've come across others, please post them in this thread and I will update this post! Broken XML Triggers: - "FirstStrike" defined in CoreSpecialAbilities.xml does not function. When attacked, combat runs normally; attacker first, then counter. - "Cooldown" function crashes game unless set to -1, the setting for once per combat.
A pike.
Morning bump for visibility.
Yes indeed, it does.
Sure, updated the OP. There are many more that I didn't list, but that's a sample.
Hey guys. I've noticed a few modding commands are broken. If you've come across others, please post them in this thread and I will update this post! Broken XML Triggers: - "FirstStrike" defined in CoreSpecialAbilities.xml does not function. When attacked, combat runs normally; attacker first, then counter. - "Cooldown" function crashes game unless set to -1, the setting for once per combat. Any others out there?
Hmmm, now that we have corrected the essence issue with the weapons mod, how would you feel about a merger? We're setting up a version control site for easy collaboration, and regularly toss around ideas in the stardock IRC. Hop on sometime and look up me and Kenata. If you want to keep them separate, would you mind if we pilfered some of the values from this mod to further distinguish the weapons? I have a working prototype of a merged mod with some minor changes.
U N I Q U E W E A P O N S M O D . 69 Hello forum friends! Awhile ago, a fine man named Kenata posted a mod that adds unique abilities and special attacks to almost every weapon. I've been working with him to expand on this concept, and tonight we're proud to release an updated version. F E A T U R E S - Unique abilities and special
My point was, is, and always will be that these forums should be for discussing the game. Not for grandstanding.
That would also probably unintentionally segregate the most rancorous white knights as well. Reminds me of the Something Awful Furry Concentration Camp experiment. I like it.
I just wish people would stop posting spuriously and focus on keeping the forums clear so that our feedback and criticisms can quickly reach the developers. This bullshit is getting old. certain people hunting down every Elemental thread on the internet, registering, and threadshitting, the idiotic threads about who to blame, the ridiculous threads containing nothing but page upon page of amateur financial analysis of a company, driven by not even the barest shred of data,&n
I'll tell you when you're older.