wraithstalke

wraithstalke

Joined Member # 4135373
5 Posts 33 Replies 10,280 Reputation

Updated to 1.04 1.04 Version http://depositfiles.com/files/veam6y2km this version adds - 4 more torso armour, verga's gloves, yithril and verga's boots added as clothing, new icon for silver gloves. The armour pictured beneath has shoulder armour that should change to match your faction colour while the rest is color_metal. (The red sections are the part that is color_clothing1) <img src="http://sphotos.ak.fbcdn.net

27 Replies 98,187 Views

Not really planning on it, it's just for me. Mainly going to be changing some of the armours' assigned locations and creating replicates with different colours or mismatched shoulder/forearm pieces.

6 Replies 4,749 Views

In the picture above, there is leg armour over boots there. It's the thigh piece of master heavy plate over sovereign boots (leather). By removing the "Boots" type from leg armour it stops it replacing the boots, however they don't clip properly, unless you remove the lower leg part of the armour, often called Greeves. You could make the default gloves as armour by adding this item to your CoreAccesories.xml (or to the relevant mod file) &nb

6 Replies 4,749 Views

After looking through the XML files, by the simple method of searching the Elemental directory for name of the item I would like to change, I was able to change the colour of armour pieces, the pieces used, and to allow a chestpiece to be worn with a great cloak. This took me a little while because I am no great shakes in the text editing department. I'd just like to say t

6 Replies 4,749 Views

Spell Name: Vampirism Strategic Arcane Knowledge: 25 Mana required to cast: 10 No. Target friendly normal unit gains vampiric traits, i.e: bonus str, hp, life stealing melee attacks, takes bonus damage from fire/whatever passes for holy Spell Book: Book of Necromancy Note: Has chance to fail (The game rolls a number between 1 and 10 and the player rolls a number between 1 and the Caster’s intelligence. If th

243 Replies 841,444 Views

I think I prefer fixed, the way the units kinda "loom" outta terrain as I zoom out freaks me out a bit, and the way the units disappear into the square as I zoom in on them seems counter intuitive or at least odd. But if it's a choice between having both and letting us choose, or having one or the other, I prefer having the choice.

123 Replies 290,100 Views

After seeing the apparent ease and elegance of adding a monster unit and associated building I'm impressed. Are we going to be able to recruit troops from varying race/genotypes or are we restricted to a single faction specific base unit? (i.e: the peasant) Like the idea of giving an orge a big club is cool, but giving him plate or a giant mace is ace.

73 Replies 127,095 Views

First of all, the tile editor looks pretty comprehensive and seems to work well. Will the item editor allow us to create clothing/armour pieces or is it for designing stat only effects on clothing/armour pieces?

47 Replies 94,409 Views

The familiar card looks nice, will we be able to customise our summons? Or will each summon spell summon a specific model/loadout creature?

84 Replies 303,145 Views

[quote who="larrypeters" reply="15" id="2654410"]Such passion on this thread. I don't care how stacks are limited, be it by hard coding because only so many units can fit on a chunk of land or threat of destruction by magic. I just don't want to the see the game dissolve into whoever has the biggest stack wins. Later, LAR[/quote] That and wars usually being decided by a single battle are two things that I would prefer not to see. By a single b

78 Replies 165,400 Views