Lord Xia, I'm looking at you. I've seen you complain that all the factions look the same a lot. Here's your chance to decide how they should look. :P
impinc
[quote who="Heavenfall" reply="2" id="2884375"]I would recommend utorrent.[/quote] What he said.
I need some input now on how I should assign all the armor. Anyone?...Bueller? EDIT: I put up shots of Relias, Markinn, and Karavox to complete to Sovs. They have their default sets right now. I kind of like how Karavox looks already, just thinking of giving him a mace instead (that's magnar's staff!). Not sure what to do with Markinn, I kind of like him as is, but I think he could use something else. I like the robe, so I can't put any torso armor on him. And relias...
That's strange. I use Chrome, and the Forums work fine for me (well, as well as the forums CAN work, heh). Yes, this reply was posted using quick reply, and I'm in Chrome. Perhaps like Uvah said, you maybe have a plugin that is messing with it? I have AdBlock running too, so it can't be that...
[quote who="Heavenfall" reply="1" id="2883925"]Woah... nice. You may want to consider putting a shirt on them as well (in the vanilla armors, those are the ones that have attachmenttype skinned).[/quote] Yeah, I wanted to blow through the actual armor sets. That took quite a while to get them all up there. I'll probably go through the shirts at some later point.
*NOTE: I am updating these when I feel like it. Check back often to see the pics, I've been making small adjustments to each. Ok, so the idea behind this mod is to make each faction unique. Right now, it is focusing on the 5 normal armor sets which are gained through the warfare tech tree. Weapons are also being assigned slightly different numbers. Not necessarily to balance, per
Version 1.1 Released - Added 3DGrunge models (weapons/armor) - Hooked up a bunch of ingame assets which aren't being used by the core game (Weapons/Armor) <span style="font-si
[quote who="Satrhan" reply="214" id="2883209"] Quoting impinc, reply 213It's amazing how much stuff comes with the game, but isn't hooked up through XML. Hey impinc, how do you go about locating and hooking up those objects? I was going through the Gfx/HKB/Props/Thumbnails folder, and I found more than a few thumbnails of objects that are definitely not in the game, but that I probably could use...[/quote] Look in Gfx/HKB/Items. That's where I grabbed most of the
Version 1.1 will be coming sometime in the next two days. Lots of weapons will be added, along with some shields, and helmets. I've updated the OP to show all the new stuff that will be available in the mod. I've added them all in, I just have to add abilities to them, and put them as treasure within the goodiehuts. Some of these weapons are from 3dGrunge, and the rest are in game models. It's amazing how much stuff comes with the game, but isn't hooked up through XML.
Yes. It seems to apply it to all units in the stack. Though, I never looked closely. I had made a spell that increased uniststatmoves by 2. And when I cast it on a stack, the stack's movement is increased by 2.
It applies to all units in a stack. EDIT: I've only tried it with UnitStat_Moves, but it DOES work to improve the overall movement of the stack.
Ok, found another thing which should have been obvious to me, but anyways... Most of the time the InternalName doenst matter within a QuestConditionDef. You can even use the same one over and over. However, you can't use the same internalname within the same container. While I had it working, when I changed another part of the quest, this part broke on me, and I had no clue why. After hours of pullin
I haven't used either. I do like the idea of being able to inject C++ code in there as well. I don't know C++ all too well, but I can make my way around.
Pretty sure Ctrl+E actually researches ALL spells.
[quote who="Scoutdog" reply="2" id="2880016"]First off, I doubt it would be possible for one country to actually "shut off" the entire internet. There's just too many servers in too many places. I don't think it would even be feasible for a country the size of the US to take itself off of the internet for any length of time. Egypt was sort of able to do it for a day or so... but I could not see anything bigger being quite so successful. And in the long term, people could very easily figure ou
Uploaded 1.03. Couple of simple fixes. - Added spellsubclasses to all abilities so AI is a bit more intelligent on how it uses them. - Removed old UnitStat_CuttingDamage tags, as they are not hooked up anymore. - Added Windup to cleaver, and Cleave to dual claws. - Changed Mend Group from .5% per INT to 1%. Just mainly wanted to get the subclasses in there so the AI uses the abilities a bit better. Part II of the string que
[quote]I have noticed something odd with an NPC ability, I have a Wraith champ that has "Mend Group" but it does not seem to do anything. Other NPC abilites look good so far (1.01). I also had some balancing feedback on the Cleavers; the idea and execution on these quests are great, but I thought the defenders to fight to get the Cleaver tech were a little weak. Maybe add a Zombie and arm all Zombies in the encounter with a Cleaver to add extra f
Ok, uploaded 1.01. Thanks Stuie_ for pointing that out for me. I had screwed up applying the abilities to all the Wraiths, so that has been fixed. No other changes. EDIT: Uploaded 1.02. It contains spelling/grammar errors from the lost expidition quest.
[quote who="Stuie_" reply="202" id="2878157"]Couple more things: The TacMaps folder in the zip file is empty. Are there supposed to be maps included at this point? None of the NPC abilities are showing up. I think this might be a conflict with my mod... I'll try running ACP with nothing else and report back.[/quote] Yeah, there was going to be a specific tactical map for the string quest, but it's not complete yet. It'll probably be in for the next up
Version 1.0 uploaded - Added four more quests. - Added updated tile designs by John Hughes, and oddrheia. - Created a few more abilities, and added some from Kenata's skill library to equal 48 NPC abilities. - Spread out the abilities a little bit differently. - Tweaked rarity values. They may have to be tweaked again. - Added in new weapons; Cleaver (pretty bad ass if you get it early)
[quote who="Blackmantle_" reply="198" id="2877652"]Thanks for your efforts. Great work with spicing up elemental to a playable level and am anxiously waiting for the release of the 1.19 version of your Mod. One glitch I noted: The ranger's boots from the ranger quest are actually not wearable. They show up in the equip-screen but aren't probably flagged as a wearable item..[/quote] No problem. It's not all me, as plenty of people have put in their eff
[quote who="Vandenburg" reply="2" id="2877559"]Aye, I see plenty of creatures. I wonder more about where all the resources went though. [/quote] I don't see the sarcasm icon here. Are you serious? Because I see resources everywhere now. In one game, I had 4 iron mines within about a 15-20 tile radius. Thats without any tech spawning resources too.
Note: If you run this mod, please delete the old version, and grab 0.76. I discovered a problem. Basically, at one point I was trying to create a portal. This involved creating a new terrain. Well, long story short, it didn't work, and I never removed the old terrain. Sooo, when creating maps with the mod installed, it assigns the terrains differently within the xml than it otherwise would resulting in other people who don't have the doctor who mod, to see a di