impinc

impinc

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Reply to ACP expansion in WOM Mods

[quote who="John_Hughes" reply="15" id="2872835"]@Impinc Here are the 2x2 GH's from my list. http://dl.dropbox.com/u/8370296/Goodie%20Huts.rar On the graphic side, is it possible to, say, have the REALLY SCARY monsters (Dread Fright) have some sort of glowing weapon or some sort of warning indicator, As M.AGripp

30 Replies 24,740 Views

Ok, just a quick update here, and a request for help. I've added in the Ood, and Draconians. I suck at modelling big time, so I scrapped what I was doing there. I skinned the Ood (which isnt all that great, but its different looking, and i also made new eyes), and am working on one for the Draconians. What I need are ideas on how to make these two races unique. I'm thinking I'd like to replace the kingdom unique buildings with their own (for each race). The Ood are a docile race. They

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Reply to ACP expansion in WOM Mods

I updated the ability list. I need two more abilities for Wraiths that I'm happy with, and I'll be good with abilities for now. I was sick of having the NPCs only have ONE ability, heh. The idea has been 6 single target, and 6 AOE abilities per race. The first two spawnratings of NPCs will get 2 abilities each (of the single target variety). Then, level 3 will get 3 abilities, 4 will get 4, etc. This may be a bit much, but as far as I see it, can't have too many abilities! Hah!

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One other UI problem that I saw John Hughes brought up. When in tactical battles, if you have a few special abilities on a unit, and your resolution is 1024x768 or lower, the info card blocks the menu of abilities. Yeah, there's another ability under there which is almost impossible to click on. I really haven't complained about this, and I probably should have earlier, but it's very, very, ver

254 Replies 119,359 Views
Reply to ACP expansion in WOM Mods

[quote who="crystlshake" reply="9" id="2871801"]I haven't messed with this before. What are the file type and technical specifications (dimensions) for the icons? Are there style or other preferences? I may have some arcane looking doodles and such that i could scan and tweak when i get a chance/time (probably pulling OT this week) that may work as a spell book pic. Also, can a new particle be created/modded in to enha

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Reply to ACP expansion in WOM Mods

[quote who="John_Hughes" reply="7" id="2871783"]Put me down for an Upgrade to the Tiles with my name on them. It is true that the 1x1 work but are hard to see when zoomed out. Each GH should have a sparkly (some color) with it thought right, so it stands out on the Map?[/quote] The engine automagically puts the sparkle on all goodiehuts and locations. Be mindful of this when adding effects.

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[Quote] 44. When casting a targeted spell on an army (such as imbue champion on a stack with more than one valid target) a dialog is presented to allow the player to pick the unit he wants. 47. Fixed a bug with lifesteal that caused the caster to lose hit points.[/Quote] Awesome! Now...I'd say 1.19 is fit for release. Any clues to when you are planning on it?

254 Replies 119,359 Views
Reply to ACP expansion in WOM Mods

[quote who="oddrheia" reply="5" id="2871714"]My old temple tile was a 2x2 if memory serves. I'll make you two sets for a problem with wolves and Fresh ruins set of quests to start with and see what's left after. Gimme a week-ish. [/quote] Yes, you are correct, it IS 2x2, yay! Ok, I've updated the post, take your time. By the way, there is no real limit on the name of the tile, I just ask that it start with ACP_ (so dont feel like you have to save the tile with the same file

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Reply to ACP expansion in WOM Mods

[quote who="oddrheia" reply="2" id="2871556"]You want tiles? I'll make you some . I'd like to keep my sights on finishing up golems tilest as priority, but now and again I do come up with something that doesn't fit there, or just need a creative break. Any specific requests or you just want some fillers? How do goodie huts behave, btw? Are they 1x1/2x2 that gets 'shrunk' on map, or the tiles appears scaled the same as one makes it?[/quote] I suppose I can post all the ti

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Reply to ACP expansion in WOM Mods

EDIT: Placed original content into OP.

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In Heavenfall style, I'd like to enlist some people to help out the ACP mod. I posted something like this before, but was more looking for models, and well, there are no modelers around it seems. Anyways, there are two main things I'd like help with which are easier. Abilities The first thing I

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Well, there's no way to set the monster spawn rating by modding. So, this could be a game thing, or just blind luck, or as Heavenfall suggested, perhaps you didn't change the difficulty level on the AI.

3 Replies 3,783 Views

[quote who="gsitetfs" reply="8" id="2870995"]I usually play Kingdom, and usually dont attack until *late* into the game, giving the AI factions time to consolidate, and it does seem that the remaining AIs by turn 300+ are all Empire (Tarth, Umber, Altar) who have usually swallowed up the Kingdom factions. The Empire factions have an overpowered unit, Sion, which has a tremendous attack which caused me a lot of headache till I found that it was magical and having the magical immunity spel

12 Replies 92,142 Views

My point was, I don't think it helps too much. If you've ever played a 4x game before, there's no need. If you're totally new, I guess I understand. I just think the campaign makes you more confused. I would also suggest taking a look at some of the FAQs on the forums here for help. Good luck!

12 Replies 10,218 Views

Don't bother with the campaign. The real game is in sandbox. The campaign shuts off things you can normally do in sandbox (like research). It's possible spellcasting is shut off in the campaign, I havent played it since release. As far as the game not advancing the next turn, this is a known issue with auto explore. Go through all of your units and make sure auto explore is not on for any of them.

12 Replies 10,218 Views

[quote]Thanks impinc, love having Artifacts integrated! Are these also "Lootable" from monsters? Checked the package and it does not look like it.. Also did you add some more custom monsters in .99 by chance? Looks like something new is in the lists...[/quote] Nope, same ol' monsters. I hesitate to add more unless I get new models or skins. I'm not good at either of those. As far as the loot from monsters, it is not in here

263 Replies 571,508 Views

[quote who="Aerion Istari" reply="141" id="2870375"]I don't know yet if this has been done, but a tactically summoned monster is also great. In MoM, being able to summon an Earth Elemental saved my arse more than a few times when I was attacked by a superior force. Of course, the summoned creature dies when the battle is over.[/quote] Unfortunately, summons don't appear to work in tactical battles. I've tried to create such a spell, but either way to "

305 Replies 755,487 Views

[quote who="Aerion Istari" reply="257" id="2870358"]And speaking of Artifacts, is it by design that the artifacts don't have a sell value or is that just an earlier, not yet complete version I'm using? [/quote] That has been fixed in the version that is in ACP (0.99).

457 Replies 637,407 Views

So..., did you get your tech done the way you wanted? Also, I tried the Unit, produceresearch tags, and they didn't work. I think the only way to do it is to make an ability for your sov that generates research per turn.

14 Replies 8,197 Views

[quote who="Jon Shafer" reply="37" id="2870146"] Quoting John_Hughes, reply 33Really looking forward to it. "Jon is focusing on mod-ability" Oh, and Jon, just because you spell your name funny, doesn't mean all the other Johns won't be expecting GREAT mod improvements...right? We'll definitely be able to improve things, but don't expect miracles overnight. It's much easier to build a moddable game when you do so from square 1. Re

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[quote who="Ishantil" reply="174" id="2869280"]Possible Bug: I've been chasing this dragon all over the map. Each time I go to the Dragon Fountain where the dragon is supposed to be, it spawns a new one, and gives me those two magic items (essence amulet and dodge whatever). I think I'm on my fourth one, now. [/quote] Version 0.99 has been uploaded. This has now been fixed. I went through all the qu

263 Replies 571,508 Views

[quote who="Aerion Istari" reply="9" id="2869669"] Quoting impinc, reply 8 Quoting Aerion Istari, reply 2Ok, if that's the case then why does it work when a tech lists as prereq, "Magic_Equipment_Amarian" and "Magic_Equipment_Trogs"? You can't have both?!?! I just noticed this as well. Are you referring to a tech referencing those two techs, or an item? Specifically, a tech that has two techs as a prereq in an AND condition.[/quote]

14 Replies 8,197 Views