Drasnov

Drasnov

Joined Member # 4213091
0 Posts 12 Replies 23 Reputation

Sorry to have been silent for so long but I've had a nasty round of tests the last 2 weeks and I've had to focus on that. But now that things are back to normalish I can start to post again. I've been working on the mod conceptually and with a little actual modding. I've created the Giaus faction and the Aleran race. They are so far a copy of men but they have their own tech tree that they look at that can be changed. I've got a rough draft of some tech tree options that I'll post either on t

4 Replies 9,204 Views

[quote who="drakonfire" reply="22" id="2765487"]Alright, it has been around a week since Arentol posted. Tomorrow, if he hasn't responded yet, I am going to create a new thread to keep track of this and submit it to the mod sticky thread.[/quote] Sounds like a plan! Woohoo we're gonna be official!

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[quote who="drakonfire" reply="19" id="2764009"]I think creating a new faction as a basis for everything is the way to go. Maybe start out with Gaius, working on the passive bonuses for the faction (don't worry about balance right now) and custom tech tree. From there it should be a simple matter of altering each of the other custom factions from the template of the Gaius faction.[/quote] I've already started on Gaius, it's now a selectable faction with it's own logo (just a black fal

23 Replies 15,958 Views

[quote who="drakonfire" reply="17" id="2761984"] basic python tutorial I'm going through, but XML is a little fuzzier, any ideas on where to start there? [/quote] I've just been going through the tutorials sticky and doing them as well as messing around. This is the first time for me using XML but if your learning python then you'll have absolutly no problem with it. One that I like is the unique races/techs/spells tutorial that's up now. I don't know

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Reply to Wheel of Time in WOM Mods

I love the wheel of time series and would have been glad to help you out with it if I wasn't already working on the Codex Alera mod. I think a wheel of time mod would be great and I will definitely give yours a try when you release. Good luck!

5 Replies 2,937 Views

[quote who="drakonfire" reply="15" id="2760590"] maybe that is how we can limit a Knight as opposed to a Lord/Sovereign, give them claimed Fury caps of some kind (not sold on this idea, just thought it up)[/quote] Can champions initiate and complete quests? I've spent a lot more time messing with the files of the game instead of playing it lol so I don't know if they can. I was thinking of having champions as preset characters that do not gain furies. Of course if they can do the

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Was messing with creating custom quests and we can reward the player with spell books which contain the abilities/enhancements/spells of that particular fury. I believe that you can also change the stats of the sov as a reward then giving him the bonuses we were talking about. Any thoughts how to go about a quest that gains a fury? What should the player go through?

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[quote who="drakonfire" reply="11" id="2758698"] I have no idea how complicated it would be to have passive bonuses/enhancements disappear upon the summoning of a fury. In order to balance this, I'm thinking of splitting the difference, each fury claimed would add stats and enhancements (maybe some traits we could mod in) and give access to a summons of some kind. But neither of these would be as powerful as Butcher alludes to in his books (a high lord can literally decimate an opposing

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[quote who="Aerion Istari" reply="2" id="2758730"] Quoting Das123, reply 1I think the problem is that you can't satisfy both prerequesites in your GameItemTypes. Try getting rid of one. Tried that too. Problem is, I'm not even getting the opportunity to research the tech.[/quote] Have you tried rebuilding the data.zip file? That's what got me the most. Just rename the current data.zip to something else(olddata or something) and go to your elemental shortcut and

7 Replies 3,266 Views

"For balancing issues, I think using a mana pool would be the way to go. Each time a more powerful fury was claimed, the Lord's mana pool would increase, so that the weaker furies(spells) could be used more often, but the larger furies would be limited (while getting a LOT more bang for the metaphorical buck)." I think all those points are great but I am interested in your ideas for the use of furycraft. So for the weaker furies are you thinking of set

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I definitely agree with you Drakonfire. Just the thought of what three people would be able to do vrs one is an exciting prospect. Plus it's always more fun to work on something when you have multiple viewpoints. And one of my first worries was that there would be no other modders that would be interested on working on an Alera project. So I think it's great that at least two others would be interested in doing this. I also agree (seeing a trend?:)) that a mod with tighter constraints

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Arentol this is a great idea. In fact this is a mod I myself have been working on. I love Jim Butcher's stories and the Codex Alera books in particular. I've been going through the tutorials for everything that would be needed something of this magnitude and have experimented with most if not all of these aspects. I have had some past experience modding previous games (mostly the awesome Mount & Blade game) but have never shot for something that would be released for others to (ho

23 Replies 15,958 Views