impinc

impinc

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

Alpha Changelog v0.7 - [Cybermen] Slightly raised the damage done by the Electric Shock Ability - [Cybermen] Lowered the percentage boost of the gold processing plant, and now only 1 per city - [Cybermen] Added Advanced Transmitters tech, and improvement. (Faster research) - [Cybermen] Shooting range added. This improvement is needed to train troops with rif

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[quote who="Murteas" reply="57" id="2841834"]Yes, your ranger's boot quest is exactly the type of quest I am talking about. I wonder what the ai does with that type of quest, do you know? Do they just choose at random? In any case, I'd love a "marriage quest" at or near the beginning of the game, so we can gain equal footing with the AI opponents, since they start with a spouse.[/quote] Somehow I missed this post. As far as the AI, I don't kn

263 Replies 571,593 Views

Changelog v 0.8 - Added Swamp Tomb [GoodieHut] - Added Swamp Tree [GoodieHut] - Added Frozen Tower [GoodieHut] - Added Ice Altar [GoodieHut] - Added Desert Pyramid [GoodieHut] - Added Desert Tower [GoodieHut] - Removed essence from all monsters except Sehagh - Slight tweaking of spawn ratings for goodiehuts. - Removed image files fo

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I'd say release 1.09u, then fix what bugs come from that, and release 1.1. I agree with most people that it still wont quite feel "finished" and polished, but I think it's MUCH better than the 1.09e release. (Both in stability and gameplay)

143 Replies 245,184 Views

Actually, a more reasonable request, Brad. How about listing and giving a breif explanation of every tag that is possible in the quest system. You have the list started in that makeing a quest part 2 thread, so i think i just needs some explanations. Such as triggerevent, how it can be city population (we can find an example in questcitypop.xml), but you also mention turn #. What's the tag for that? What other tags would be required? What other options are there for this? I guess, go with the

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Honestly, I don't like either way, but it's not like there's a better option. The only reason I suggested that way is because then the unit will actually be holding two weapons. *shrug* I'd like to know if anyone can come up with a better idea.

10 Replies 6,621 Views

Hahaha that's how I am. I can do it, and have done it, I am not good at the making it up part. How about instead of making a quest, you make a quest creator? :P

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Well, if you wanted to make a dagger combo, change where it is attached. Gfx\HKB\Weapons\F_Sword_Dagger_Basic_01.hkb Gfx\HKB\Weapons\F_Swords_Basic_Texture_01.png hand_right_Lcf &n

10 Replies 6,621 Views

[quote who="tjashen" reply="3" id="2841782"]I have a simpler problem. I was planning on examining the .xml files in detail, but you guys might be able to save me some time. I'd like to implement an item category that is 'new', i.e. doesn't apply to any 'in game' items, but that can only have one item in the slot at a time. This item doesn't need any in-game modeling necessarily (and I can do the artwork for the inventory screen), but would need to be available in both t

10 Replies 6,621 Views

Yes, you can do a 7 part quest. It will take you a while, but it's possible. As far as having different versions of the quest, I don't think so. I could be wrong on this, but I haven't seen a way yet. If you haven't already, you can check out the tut of sorts I posted a while ago about making quests here https://forums.elementalgame.com/399189 You can also look in the ACP mod for how I did the few quests that are

7 Replies 2,911 Views

You guys have given me some good ideas, thank you. [quote who="Murteas" reply="55" id="2841764"] I think this type of quest is doable now, but would be pretty involved. I think you could do several quests in a similiar vein where you have several options of how to handle the situation, and the results differ depending on how you handle it. [/quote] Have you seen the ranger's boots quest? That one took me a while, and has several options

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[quote who="Alstein" reply="8" id="2841730"] Quoting impinc, reply 6One thing I've noticed concerning specialists and improvements. It seems like a lot of the resource improvements don't require them. Which seems strange to me. You're telling me it takes not a single person to get materials from a stone quarry? Or a Timber Mill? How about those lost libraries, or arcane temples? Is this an oversight, or was it on purpose? Probably on purpose

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One thing I've noticed concerning specialists and improvements. It seems like a lot of the resource improvements don't require them. Which seems strange to me. You're telling me it takes not a single person to get materials from a stone quarry? Or a Timber Mill? How about those lost libraries, or arcane temples? Is this an oversight, or was it on purpose?

47 Replies 127,583 Views

[quote who="Murteas" reply="52" id="2841687"]Wow, between the patches and your updated mods I've been completely spoiled this week (not to mention not been able to complete a full game ). Your mod is becoming essential as far as I'm concerned. Great job![/quote] Thanks man, I'm glad you enjoy it. Any comments/suggestions? More importantly, got any ideas for quests? I'm better at getting them to work than coming up with the "story"

263 Replies 571,593 Views

Changelog v 0.75 Ok, I bumped it up a couple version because a lot had been done to the mod. I usually bump it up higher the more effort and thought I have to put into a patch. - Updated all ability descriptions to give an explanation of what they do (how they scale) - Changed name of Wound ability to Weaken. - Twe

263 Replies 571,593 Views

Changelog v0.7 - Orkenan's INT adjusted to fit with other Wraith races (it was 10, should be higher as they are the "intelligent" race) - This is the big one right now. I've rewritten the abilities so that they scale with the unit. This is how the abilities are categorized right now: Quendar Race [DEX Modifier]: <span style="font-s

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[quote who="Heavenfall" reply="1" id="2840695"]I have two questions, based on an earlier thread. 1. Are we to submit crash reports when running mods? I haven't, because it could be the mod making the game crash (which is obviously very hard for you guys to find). 2. But here's the dilemma. What if there's a crash in GENERAL related to how mods are handled, instead of a certain mod leading to a crash? It's a bit hard to specify what I mean, but it's the difference between

66 Replies 133,011 Views

Alpha Changelog v0.66 - [Dalek] Added tower of civilization. - [Cybermen] Added maintenance to more buildings (such as basic transmitter). - [Cybermen] Adjusted rifle damage values - [Cybermen] Added a slight boost to HP - [Cybermen] Fixed wild game improvement (changed to 2 gold/turn rather than 4 food). - [Cybermen] Lowered rifle store cost to 100, Raised Iron Clad Infusion, and Elementium Armor sto

80 Replies 85,695 Views

[quote who="King_Felix" reply="46" id="2839405"]Great mod![/quote] Thanks! It's appreciated. Also, I've gone through things for 1.09q, and everything seems to be good. Now that the Elemental team is in lockdown, the patches are mainly focusing on stability. Which means updating mods is a lot easier without having to worry about major gameplay changes. Woot!

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That's a good point. Blind luck? Heh. I think I'm going to start send in crash reports with mods installed. You know, this is weird. If you put any other tag in the XMLS that means nothing, nothing happens, game runs fine. Yet with manacost, the game crashes. This tells me that maybe there's still code in the game which at least tries to use it?

8 Replies 3,474 Views