This is awesome! Suggestion: Undead are unaffected by stamina or generate it very quickly (undead are scary because they never get tired!).
Dhuran
Are you talking about the unitstat bg library file? If so, that is a common library of unistats available for modders. It would be the same file in all mods. I don't think I actually use anything out of it, but I started including it because I thought I might start at some point. Demons and Wizards makes modifications to the vanilla sorcerer tree if I remember correctly. This mod used to do the same thing, so it wasn't always compatible. But I ended up splitting
V4.6 uploaded! Mostly some fixes and re-balancing to make the skills a little more interesting. Plus a couple new icons for the Spectre and Disembodies Spirit that are more visible and look awesome! Thanks to Primal_Savage for the new icons! I'll put in more spells one of these days... I keep running into walls with the flexibility of their modding system... I've had to scrap at least 5 spells! ...Anyways...Enjoy!
Glad you like the mod! This is a really good idea. I might revisit all of the abilities and spells to see if I can make them scale with level. Also regen for undead units (summoned or trained) is a really good idea too. I have a few ideas on how I could work that in. Thanks for the feedback!
[quote who="Frogboy" reply="6" id="3507041"] Well I guess this lets me off the hook on working on weekends if this is the response. [e digicons]:)[/e] [/quote] I think you might be misinterpreting the song 'Everybody's Working for the Weekend'? [e digicons]:P[/e]
Have you thought about adding in the capability for spell reagents? Basically you could add certain ingredients to certain spells in order for additional/increased/different effects. That could give some more interesting options on what to do with all those ingredients in addition to the crafting options.
I really like the sound of being able to get resources from the world. Since it destroys land that opens up a concept for a druid like channeler that gets some sort of bonus that scales based on the percentage of the land area that's been deatroyed .
I've been playing the EA. So far, so good! Quick thought about flavor: Presumably the player is playing the role of the sovereign (who never leaves their lair), yet all of the quests are written in a first person manner which gives the impression that you are there. This seems like it breaks the continuity of the concept you guys are going for, almost as if they should be reworded as though you're observing by scrying or something. Thoughts?
My body is ready. I'm going to be in so much trouble with the wife this weekend!
In my next update, I'll have necromancy revamped install into the base mod folder instead of the data folder. Its a small change on my part but it sounds like it would prevent a lot of headaches.
Yeah, that is an odd fix suggestion. Well, let me know if that works for you!
[quote who="StevenAus" reply="162" id="3491375"] Actually, Gravelord is not showing up in the Paths choices. That's strange, as I installed the base files, the Dead World compatibility files, and the X D NR compatibility files. But before I did have Gravelord show up, and it still had the empty tactical spells as well. So I'm not sure if that's the reason. [/quote] Did you uninstall the old version before you installed this new
[quote who="StevenAus" reply="160" id="3491339"] No, I have the latest compat files, and am running the latest version of X D. It doesn't really seem to affect gameplay, so it can be lived with if necessary. [/quote] Are they blank in the trait tree (like when you level up)? I would say check to make sure you aren't doubled up on any of the mod files, or try removing and reapplying the mods that you think are causing weirdness.
[quote who="StevenAus" reply="155" id="3490891"] Do you know when you will be releasing an updated version of your mod? I'm not sure, but I'm playing with a whole lot of other mods and I don't think it's fully compatible as I get a whole lot of blank spells in every hero's tactical spells, even when I'm using the Dead World compatibility files and the XtraDeconstruct NR compatibility files. [/quote] I haven't heard of this problem yet. What
[quote who="Ghallandir" reply="153" id="3487824"] Great mod, I'll certantly try it soon! Do you think it is possible to hold a variable for the number of allies that died on a certain tile? This way a "raise undead" spell that actually ressurrects all/part of the creatures that died on a certain place in its underworld form. [e digicons]^_^[/e] So you could hunt for areas where "old battles" were fought and summon the old undead soldiers strengh for your own!<
[quote who="SerrisHawk" reply="151" id="3484629"] I'm very excited by these Lich tweaks. Distinguished and unique Liches is what I most desired from your mod, I can't wait to take them for a spin. I'm also intrigued by the Phylactery mention! Thank you for your continued work on this excellent mod! [/quote] I'm really glad you like the mod! Let me know what you think when you get a chance to play it. These Lich tweaks are a derivative of
Updated to version 4.5. This is a big one! Lots of new stuff. Change-log in the first reply. I had to update the DLC4 compatibility, so if you use that, make sure to download that as well. As always any feedback is welcome. Enjoy!
It wouldn't be so tempting if you hadn't stationed all of your guards right next to explosive barrels.
[quote who="Primal_Savage" reply="16" id="3479916"] Quoting Dhuran, reply 13Wow, I haven't checked this thread since my post. . . [/quote] Hah! I wub you Primal, I'm just bad at the internet. [quote who="Primal_Savage" reply="16" id="3479916"] Quoting Dhuran, reply 13As I understand, the comparisons they added in 1.6 are supposed to be doing what I was requesting. O.k. <br /
[quote who="mqpiffle" reply="14" id="3479854"] Quoting Dhuran, reply 13It would also be nice to have an option to target all units in a tactical battle (enemy and friendly). This is already possible. Simply leave out the tag.[/quote] I had no idea! I've never even thought to try that. Thanks!
[quote who="Primal_Savage" reply="11" id="3479638"] Updated OP w/ thread suggestions, can you guys check if I translated what you proposed correctly? Dhuran, can you be more precise about the explicit control statement and is AnyDefenseAppliesSpell an actual request?[/quote] Wow, I haven't checked this thread since my post. . . As I understand, the comparisons they added in 1.6 are supposed to be doing what I was requesting. As far
Oh man... I was banging my head against the wall trying to get a spell to work using these new conditional modifiers... No matter what I would try, they would just not do anything. Glad to know I'm not crazy!
I finally got a chance to mess around with why Chrome was flagging the download from Mediafire as malicious. I assumed it was Mediafire, but I tried form Dropbox and was getting the same issue. After removing the uninstaller batch file, that warning no longer comes up. So I re-linked the Mediafire options for everyone. Just be aware that you'll have to remove the folders manually to remove the mod (no big deal, all the folders are mapped out in the readme, and everything is in par