Sorry folks, I pushed out .70 a little too fast. .71 is now available , as it fixes some issues with spells and abilities. Happy casting!
mqpiffle
[quote]The Wizard line also unlocks at least two new spells per level (see spell list.)[/quote] I thought I had made two per level, but there's only one third level Wizard spell right now. There will be more... [e digicons]:\[/e]
You also have to factor in the that influence affects diplomacy and other game mechanics in all sorts of ways. To blow through 500 influence in one shot has all sorts of consequences. I'd say 100-200 influence might be about right, and I'm leaning toward the low end on that.
Version .70 now available! 9 new spells plus some other goodies. Please delete earlier versions before installing the new one. Thanks! Please let me know what you think about the new content.
I don't see this as a problem. You are fighting severely wounded champions at this point. They've probably just picked up another injury, plus they have very few hit points.
Nice find. Didn't know that.
Just wanted to pop on and say that there are more spells and other goodies in the works. I'm trying to get this thing up to 1.0 status before the next release, but I may go to .70 et cetera prior to that...we'll see. Here is a to-do list I need to complete before going 1.0: + Have a total 20 or more new spells (there are currently 12 released; I have 16 right now in my Aetheria folder) + unique icons and effects for all spells + a new ability line
I just experienced a forest drake, who was wandering between my territory and an enemy's nearby territory, take out an enemy city. I then swooped in with a pioneer on stand-by, and took a nice spot near the ruined city. All-in-all I definitely do not find that the AI is more aggressive toward any one player. Play on hard/hard.
Good work. The XML is easy enough to figure out, however the bit that is confusing (to me anyway) is what to do with the files once you've created them. You need to put that somewhere in you explanation, or in the OP.
[quote who="parrottmath" reply="132" id="3286818"]It took me awhile to figure this out. What you do is the following: This is for your improved faction color mod First get your zip file with the mod save this file https://dl.dropbox.com/u/8654092/Configuration/Improved%20Faction%20Colors%20v3-13-v3.configuration.femm as configuration.femm and place it in the root directory of your zip file. so it has your configuration.femm fil
What I mean is, what am I supposed to do to my mod to make it work?
I still don't understand what I'm supposed to do with this as a modder. What am I missing?
Thanks! (It'd still be nice if it was official, tho! ;-) )
I don't know if this comes under your purview Frogboy, but is there any way to fix the object shadows. It's not so fun having great 3d graphics which can only be one-half seen. Maybe adjust it so the light source is always behind the camera, or off to the side a bit. Luvin the new build by the way! Yay! Boo! <img src="http://i.imgur.com/BBoOC.jpg" al
Is there any interest in shard conversion spells out there?
[quote who="kosiam" reply="20" id="3286616"]1 is for path of the mage and the other for all other classes.[/quote] It seems to me that the easiest way to do this is that in spells that require PotM you would have to put this: AbilityBonusOption PathOfTheMage <br
OK. Thanks! [e digicons]:andrew:[/e]
Is there a really detailed and easy to understand guide for us modders for including this tool in our mods? I see a user guide, but no modder guide... I don't see anything anywhere. Haven't checked through all the posts, though. Yeah, I'm that lazy :-p
I personally believe the game in its current state falters at about the early-mid game stage. What I mean is that there is not enough mid to late game content to keep it interesting past the first 200 turns or so. This is precisely the point in the game where the RPG element needs to shine. You've claimed the wilds and built up a good empire, now let's get into the really cool shit. Weak quests, weak random events, weak items, weak spell effects, weak monster
Well, not an idiot. Maybe you just confused some of the redundant icons that are currently being used for the Astro spells. I plan on having them swapped out for the next update...hopefully be the end of this week.
I don't see why it wouldn't be compatible. My spells are extremely basic, and SW doesn't change the core game at all.
Grain/Materials/Essence
Cool! Mind if I use it?
[quote who="kosiam" reply="47" id="3283946"]I wonder if it would be possible (this is for all readers) to give us a 2nd row of hotkeys in the UI?[/quote] Not sure...haven't tried to mod the UI. I'll look into it. [e digicons]:ninja:[/e]
[quote who="NaytchSG" reply="44" id="3283670"]Is Root resistable?[/quote] Root "...and their feet spread and hardened like bark, marrying with the earth and holding them fast; legs melding and stiffening as the trunk of a mighty oak." Target unit is immobile for 3 +1 turns, losing all do