impinc

impinc

Joined Last seen Member # 4159051
71 Posts 814 Replies 22,920 Reputation

[quote who="Heavenfall" reply="99" id="2851023"]No weapons with two blades instead of one? By the way, if you want to use anything from the expandedfactions mod, feel free to do so (ghosts, ghost armor as drops, death legion demons, you get the idea). Just keep the GFX structure the same, so a player with both mods doesn't end up with two identical files. Edit: Oooh, with a hollow body model you could even use the ghost armor as a "possessed armor", and use the invisible body inst

263 Replies 571,564 Views

Changelog v0.92 - Added the fallen armer to the kingdom techs. So you can now equip armor for the fallen heros if you are a kingdom faction. I didn't bother with weapons because those aren't locked by modeltype like armor is. - Added Floating Club [Monster] - Level 1 - Added Cursed Shortswor

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[quote]I should have this finished by tomorrow. RL stepped in, namely Christmas shopping and I had to finish an assignment for my class, but Im still going at it. Taking a bit longer than I thought haha, so I can completely understand why you just went with the generic text. [/quote] No big deal. It's not a rush. I end up releasing new versions every couple of days anyways, heh. Thanks for the help though. &nb

263 Replies 571,564 Views

[quote]Hey, just wanted to respond and say how much I have enjoy this mod, the no metal thing was meant to be balancing feedback not criticism. I have also been playing on large maps, which seems to do something funky with the loot distribution density. Can you modify the weighting of a particular drop to make the early game loot table a little more metal rich? I have rolled enough dice (and have a knowledge of the laws of statistics) to th

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I know I was quite lazy here, but I at least caught a screenshot of the NPCs cards. It's 47 of them, I missed someone somewhere, but I think that's enough. Here's the zip with the shots (47 jpgs). http://dl.dropbox.com/u/8949112/Shots/NPCShots.zip

263 Replies 571,564 Views

Just wanted to post something quick... a big thanks to Heavenfall for sending me the invisible model... Coming soon to a mod near you....floating weapons of doom! ..and if you have Kenata's updated weapons mod as well, these guys will be quite nasty, as they will also have those nifty special abilities.

263 Replies 571,564 Views

[quote who="jmccrea" reply="85" id="2850188"]OK I found the npc files so I can make changes to their text. Im gonna also look to see if I can see what they look like, as that helps with bios. If I get this done, how can I send it to you? Just email that file?[/quote] Since the game generates the portrait cards, I removed them a couple versions ago. I kind of wish I hadn't now. I guess the only thing to do is to create a test map with all of them on a m

263 Replies 571,564 Views

Depends on who you ask. I say yes. The game still has a ways to go, but it's much better than 1.0 was. Game mechanics changed, and stability is better. However, some people still have crashes. Also, if you buy before Dec 31, you get the first expansion pack (which will include the change to initiative based combat ala Final Fantasy Tactics).

59 Replies 42,145 Views

Well, I know that you can't calculate to Duration. You can only use calculate to derive Value, MinValue, and MaxValue. I've been trying to think of a way to make the first part work, but without having a variable for the round (or not knowing what it is), I'm not sure you can do it.

9 Replies 5,147 Views

[quote who="jmccrea" reply="82" id="2849689"]Love the mod so far, and does it add variety to the game!! Woot! Just wondering about the descriptions on the npcs. They all seem to be as if they were sovs, and I was wondering if you will be going back and redoing that? A small thing, so i was just curious![/quote] Thanks, I'm glad you enjoy it. I've had some help with it too, it's not all me. For the NPCs I used the sov creator to make the units (so I coul

263 Replies 571,564 Views

[quote]Does anyone know if the ACP disables the 'normal' goodie huts and drops? I have now started a few games where I have never found ANY of the metal giving drops, means I keeping getting a phalanx of spearmen early game...[/quote] No, it doesn't. However, the goodiehut xml file included with this mod is larger than the core one. So, that means some games you may end up with more from the mod than others. However, there ARE metal goodies within the huts. Almost

263 Replies 571,564 Views

Changelog v0.91 - Changed units in a problem with wolves quests from NPC to adventurers. - Fixed Battleform ability. - Fixed some descriptions in the goodiehuts. - Fixed umberdroth pack goodiehut, you should now actually get an umberdroth for "treasure" <p style="

263 Replies 571,564 Views

[quote who="jecjackal" reply="75" id="2849150"]I tried this mod and I really like it. Combined with Kenta's Weapon mod and Heavefall's Expanded Factions mod, it really makes for a very enjoyable game. I do have one question though. Is the % of traps on goodie huts dependent on world difficulty? I had 4 traps in a row on ridiculous (almost killed Janusk lol).[/quote] I'm glad you like the mod. I too run the updated weapons, and expanded factions mod. I agree, with the th

263 Replies 571,564 Views

[quote who="Lord Xia" reply="7" id="2849111"] Quoting impinc, reply 4I think the reason some gear isn't allowed on some races is that the models are bigger. So when you equip the gear, it clips through and looks weird. They'd have to create new models for the Fallen race, and anything it looks weird on. I know, and they need to fix it. In fact, they need to give every single race it's own distinct look to their armor. When you create a faction, there a

48 Replies 106,504 Views

I think the reason some gear isn't allowed on some races is that the models are bigger. So when you equip the gear, it clips through and looks weird. They'd have to create new models for the Fallen race, and anything it looks weird on.

48 Replies 106,504 Views

Sometimes I've noticed it's a bit wonky. I've had it happen too, but it's actually working. (You ARE right clicking right? :P ) I noticed that if I zoom in and out a few times between cloth map mode and 3D mode, it shows up.

6 Replies 3,481 Views

It's 25 per hut. You only build one improvement at a time (although you can put multiple buildings into a queue), so keep that in mind (the counter at the top wont change until the hut is built, it will slowly go up as people flock into your city).

16 Replies 5,843 Views

Alpha changelog v0.73 - Added championIDs to krang and supreme dalek. Not sure if it's needed, but the original sovs have this tag, so I added it as well. - [Cybermen] Removed a couple of weapons which are available from the shop (they'll show up when the correct tech is researched). - [Cybe

80 Replies 85,685 Views

Changelog v0.9 - Fixed Pinpoint to the correct percentage (it was giving 135% instead of 35). - Fixed modifier for the slippery ability - Fixed a couple of other percent modifiers which weren't working properly. - Fixed mana trap (since the change to magic,

263 Replies 571,564 Views