Glowing_Ember

Glowing_Ember

Joined Member # 4234746
88 Posts 764 Replies 10,050 Reputation

I think part of the problem in this argument is that the person who started this thread was not present earlier during the beta when expansion was a lot easier to do and population growth was faster. The game is trying to balance on a needle point where there is equal opportunity to win the game with three town versus a strategy of many more towns. currently my favourite strategy involves a conclave town with high essence that i use for troop production supoorted by two towns th

49 Replies 44,078 Views

If we can access the code that detects when someone enters your zone of control, or is moving within your zone of control so we can attach triggers to it. Including the first time, the number of times they enter it etc, how long they stay in it, so many options.

60 Replies 191,550 Views

I can easily see how too many summoning spells would be bad, i'm spending until mondy poking through the xml to see more closely how everything is pulled together. I've got some fun ideas that twist around some game concepts based off the collection of spells and quests that already exist. also, my daughter wants me to mod an assassin bunny into the game based off of one of her stuffed animals. Should be interesting if I can make it work.

7 Replies 4,295 Views

every resist is done individually. although there are some debuff effects that will lower resist. edit: note, a spell like fireball that attacks a group only has one resist roll for a stack, although it can hit multiple stacks in the 3x3 area of effect, then each stack gets to roll seperately.

4 Replies 28,651 Views

Thank you for the feedback all. Following your advice, i defineately think a modular approach would be best so that people can easily use only the spells they want.

7 Replies 4,295 Views

I'm planning to do a spell mod and i wanted to put out some feelers to see what people would like in a mod. Do we want more spells on level up? More combined spells? (spells that have more than one magic type) More spells unlocked by research? More quest unlocked spells? I want to try to make the mod compatible with other mods, so we will see where that takes us. racial and faction spells would be an option, but it might

7 Replies 4,295 Views

with regards to cherry picking, how fast are you expanding? it's easy to forget about expanding/ building more cities by focusing too much on questing and killing monsters. since the last beta change or two, i've gotten into the habit of building an upgrade, either building or world resource, something that take 11 turns or less, followed by a pioneer then a military unit. then maybe another building, a pioneer, then i see what i need. i research a

8 Replies 3,404 Views

you clear them out so they don't slow you down while moving around your town. There is no other purpose, but this one alone can be very helpful, just be sure to do it after you build your logging camp.

4 Replies 8,700 Views

because only 5 traits appear when you level up, there is some randomness to it, although there are tarits that every hero can get, and then there are path dependent ones that only unlock once you get the path. a common trait has a better chance of appearing than a rare one. Perhaps someone else could give you the percentages, but now that version 1 is out we can make a wiki with this info. edit oh kong you beat me lol [e digicons]:ninja:[/e]

3 Replies 6,225 Views

dazed is a stun for 1 turn (until that unit gets its turn again), weakened is -1 to attack, you can get -1 to armour, and a damage effect - not sure how that damage is calculated but i've seen it go between 4 damge to 17 damage. there is also a slow effect i think. edit: pandamonium is mass chaos effect, their effects will stack with each other.

5 Replies 9,549 Views

i know what sean is gonna do for the next week or do, i wonder how big his mod will get lol...

75 Replies 106,337 Views

well the simple answer is to give all sorts of units a basic range attack of some sorts, like throwing bolders, throwing knives etc. debuff spells, all sorts of answers to this, but nm it's all good.

16 Replies 25,828 Views

I'm assuming any file in the documents folder will override the corresponding file in the main game directory. But if you want to play the vanilla game, wouldn't you copy the main game folder into another one, and then place the mod directly in the copied games folder? tha way you could have both versions running (perhaps even side by side if you wanted [e digicons]:grin:[/e] ) [e digicons]XO[/e] arg why can't i download information fully form

0 Replies 3,796 Views

err, wouldn't that have you regen less than 1 hit point ? or would it regen, say by example .5 a hp, so the 2nd time it kicks in your hp go up by 1 point. uhg that will need testing, but otherwise, it's a very good idea to fiddle with.

16 Replies 25,828 Views

I think it's time for an elemental update for the smiley faces, can we have on face for each race and or faction please? plus some spell icons etc [e digicons]:banhammer:[/e] that would be bang on cool.

0 Replies 3,443 Views

i'm sorry, i know it doesn't activate in combat any more. I was asking about how to put it back into combat, but limit the the regenration firing once in one round of combat, with a unit getting x number of tunrs in a round based off of initiative. I want the retroactive effects to stop. I want to calculate number of turns a unit gets based off of initieve. every body takes those turns. end of round 1, regen fires. check for any change in unit initiative, ev

16 Replies 25,828 Views

well, modding will get lot easier in about 13 hours. hmmm 13 hours till zombie mod creation begins.... .... so many fun things to do with zombies... hMMmmmm SSSSSssssshhHHHHHHHHaaaaaRRRrrrrrrdss......

4 Replies 3,270 Views