rlane48

rlane48

Joined Member # 4159965
16 Posts 148 Replies 12,090 Reputation

[quote who="Omnimmotus" reply="8" id="3283609"]I'm shocked that there's any limit to people taking an interest, haha. [/quote] I just looked up 3dsMax online -- is it really $3600? If you need it to modify this stuff, the cost could be the biggest roadblock for folks. So, if folks did want to start modding this stuff, what software do they need and how much will it cost them?

19 Replies 13,658 Views

Ah, I agree -- I called them that to differentiate them while I was building the mod, and just never changed it. I'll knock that out, too [e digicons]|-)[/e]

37 Replies 109,363 Views

[quote who="crimsongekko" reply="11" id="3284103"]what I've noticed is the sling icon looking bad, and the knives doing too much damage I think? I've thrown them for some 11 damage iirc which does seem excessive. aside from that the items pop up from lairs, are available when designing units and are functions ( not sure if damage calculations are correct though )[/quote] The damage calculations aren't correct, and damage isn't working exactly as intended -- there is an

37 Replies 109,363 Views

Does it? Well maybe I was just cheesed about some other mod stuff not working and didn't have a clear head. I noticed some missing tags and some cleanup that could be done on the art defs anyways, so I'll fix that stuff and put it back up. What I don't think was working was the damage scaling. I could have sworn it worked when I put v1.0 up... maybe I was just tired last night.

37 Replies 109,363 Views

[quote who="Werewindlefr" reply="94" id="3283347"] Quoting Werewindlefr, reply 91 No, I want spells and activated abilities that scale with the number of units in the group, and nothing else. And in FE, it's impossible.[/quote] You're quite right.

96 Replies 315,138 Views

After further testing, I'm pretty sure this mod doesn't work as described, so I pulled it off of Nexus.

37 Replies 109,363 Views

[quote who="DsRaider" reply="14" id="3283388"] Think Warhammer, just painting units makes them stand out.[/quote] I was all like "yeah!", and then I I was all like "man, I'm nerd".

14 Replies 14,725 Views

[quote who="Werewindlefr" reply="91" id="3283307"] With spears, it's easy, and I have made many cool melee triggerd abilities. However, I said staves. As in ranged weapons. And it doesn't work since there is no meleeappliesspell equivalent and 'ranged attacks' abilities don't work that way.[/quote] Oh, I gotcha -- I was under the impression you wanted to melee strike with staves.

96 Replies 315,138 Views

[quote who="seanw3" reply="90" id="3283303"]IMO, adding elements to the strategic level is twice as important as tactical. It actually will affect both sides and really we have a near perfect combat balance, if not the full variety we wish to create.[/quote] I agree with you there. Sure, I'll be happy to post. I only found a solution for melee, not ranged. I did use MeleeAppliesSpell and just multiplied the defendable damage by TroopCount -- a workaround, but i

96 Replies 315,138 Views

[quote who="Heavenfall" reply="88" id="3283278"]I'm guessing the reason Werewindlefr's head almost exploded is because they didn't want it to be a special ability. There's a huge difference, after all, between just rightclicking someone or having to fiddle around with a special skill. It might sound like a small thing but if you have 5-10 units that you have to repeat the process for in every battle it gets tiresome. Not to mention the unknowable - how the AI would handle it.[

96 Replies 315,138 Views

[quote who="Kalin" reply="68" id="3282289"] Quoting seanw3, reply 63 No, it's impossible to do. Werewindle's brain exploded twice trying to accomplish it and I am the one that has to reassemble him. Please don't tempt him to try again. I am running out of sprockets. Wait, which part are we talking about here? If you mean you can't get it to apply on normal hit, then yeah, the only one that seems to do that is MeleeAppliesSpell,

96 Replies 315,138 Views

[quote who="thadianaphena" reply="31" id="3283002"] and/or Recall to Capital, May flee combat at 50% hit points [/quote]

34 Replies 38,006 Views

[quote]Future Plans: -A Spy unit. What should it do though..... Feel free to tell me your ideas.[/quote] Hmm, you could fix the unit-design stealth ability, which appears to not do anything at all Unit_Design <AbilityBonusOption InternalNam

34 Replies 38,006 Views

Thanks, folks, for answering and confirming. @Redindus: I was on Challenging. That's supposed to add no economic or resource bonuses to the AI as far as I can tell. I think I'll change the category on this post

18 Replies 26,370 Views

[quote who="SOLOSOL" reply="7" id="3282366"]More choice options are always welcome. But I think there are some more important points now to work, like Diplomacy [/quote] Yeah, diplomacy in the game sucks.

14 Replies 14,725 Views

Funny I made a pair of red pants and dark leather cuirass tonight just for fun -- the difficulty seems to depend on the opacity of the texture, and whether or not you can add hues to it. Pants are fairly easy, as I imagine most of the clothing probably is. It would take some work to come up with a good variety of colors, but I'll share if you want. Also, someone just released a mod that opens up clothing options for all races. BTW, does it bother anyone else th

14 Replies 14,725 Views

Barring some of the drawbacks mentioned by folks above, I think your idea is off to a good start. I'll be looking forward to seeing what you come up with.

15 Replies 17,939 Views

I start a game with all AI opponents on challenging, which means they shouldn't get any resource bonuses. I play, about a hundred turns into this game, and I have four settlements developing nicely. One of these settlements is an idle conclave and I have about 12 seasonal research points. Out of curiosity, I turn off FOW to check on my neighbors -- my closest neighbor (in this case, Kraxis) has ONE city with four measly improvements, a number of unrelated external reso

18 Replies 26,370 Views

I remember in the latest version of GalCiv, they had an option to turn off "Tech Brokering". I think what would happen is the AI would apparently go nuts trading info to other AI players and re-trading it and re-trading it, then before you know it you were using bows and arrows and the rest of the races all ad Death Stars. The option didn't allow techs to be traded to other players if you hadn't developed the tech directly. I think the tech trading mechanic in this

5 Replies 4,833 Views