While going through the core game files. It doesn't appear that any weapon or armor is using the other damage types, like blunt or slashing nor the defense to those. All Items just do Pierce and Pierce armor. Was there a reason for this? Basically I am trying to work on a larger scale mod, Based off of the Eberron Campaign Setting. I want some armors and even Monsters to be more resistant or even immune to certain Damage types. Is there a way to do this also make them take extra damage fr
FatherAntics
For damage is there a way to make it a random number between 2 numbers. I know this is changing the core game alot but its something id like to try. Also i'd like to make some attacks scale very 3rd level does this game only recognise whole integers or can i say damage increases by .333 and every 3rd level it goes up 1 whole point.
Yeah i got that done. wasnt going to change the bows because i havent seen a tacticle map larger than thirty squares. so no real need to limit that. Id like to add a penalty for close range it thats possible?
Thank you for the resources. For the limited range weapons like a Javelin and throwing hammer. I just added an ability similar to the one to the throwing knifes with the range changed a little. Hopefully the AI can use those. I reduced the cool down to 1 turn to simulate getting another weapon out to throw, you can use the throwing weapons as melee weapons while the throw ability is on CD. I'll be working on armor in the near future. I am not 100% sure how to balance out the damag
It appears to override Items with the same name so that shouldn't be an issue. I have implemented the simple weapons and added range to a few items.
I am trying to write a custom Mod using D&D Items and Armor and a custom map based of the Eberron Campaign setting. I also want to make Custom Factions and Races using D&D races and the Factions of Eberron. I am having difficulty because I have never modded a game before I am fairly experienced in scripting and using XML. My Question is, is there tools for creating Race's and factions I would need and Items. I'll add quests and events as I get to them. Also will all the vanill
Very cool concepts. I'd like to see a mod that does the updated on the unit screens. that was very cool. thanks for shareing.
Its been extremely random for me. sometimes i can get away with planting a city next to a stack and they dont touch me and ill try it again and i get destroyed. i have been playing on hard/hard. and i sometimes see green stacks going around clearing out the other stacks and lairs near by. not sure if anyone else sees this. also so one of those random event monsters doing the same thing and died. as i was moving to kill the random event mob. wish i would have caught it on video, this game cont
maybe mod a henchman with a faster speed that con only hold items.
This would be an amazing feature. i really like the idea of a caravan transporting items. i also tend to horde items and when i have a majority of my heroes split up it takes me a lot of rounds to get them close enough to transfer items. imve been using a hero i dont care for to do this similar concept but its still a slow and wastefull way of transporting goods.
I only really started playing in Beta 3. I really enjoyed playing WoM. I honestly thought that was an amazing game. Regardless, I don't know all the big changes made from the other Beta's. The changes that have been made since I have started playing I feel have been moving towards the right direction. 1. The way the cities work I feel is amazing. Being able to specialize each city and it took me a few games before I found out about outposts but I feel those could use l