Since Brad did (help?) create the Gamer's Bill of Rights, I'm pretty sure he'll do the right thing, whatever the final solution happens to be.
mqpiffle
Hey MG modders! I just wanted you all to know I have started publishing some of my own spells in a mod called Additional Spell Books, available here: https://forums.elementalgame.com/405927 I'm doing this not to compete with MG, but ultimately to help it along. If you find any of my creations useful, please feel free to use them in this mod. I've been lurking in this thread for a while now, and appreciat
I just put a link to the 'real' post in the notes.
Well, I for one am working on it so keep an eye out for updates to the Additional Spell Books mod.
To me, offering MP as a DLC is one of the most rational uses of the DLC system that have been suggested. Those players who will only use the SP version will pay $50 for the game and be perfectly happy. Gamers who want to enjoy the experience with friends or other MP gamers would certainly gladly pay an additional $10 (or whatever) for this feature. The modding tools ought to be delivered via DLC...certainly the modding community is a tiny portion of the playing populace.&nbs
No it didn't...I completely agree with you and was a bit peeved at myself for not noticing it sooner. It doesn't seem like I can remove the offending upload, either...
These are all great ideas but a lot of them can not or are very difficult to implement the way the code is currently set up(some like earthquake are already there, I believe.) Check out the mods forum for some additional spell mods currently in development. We as modders are hoping for some love in this department as well, and be assured there will be content of this sort as soon as the resources to create it are available.
Yeah I figured that out after I created a new post for v.0.11. Hopefully that will be my last error in that regard. I'll try to remove that version. Thanks for the heads up.
Updated to v.0.12 v.0.12: various tweaks to existsing spells including: stat reqs, mana costs, overall balance, revised spell books and associated techs / trees, added some icons / artwork This update was mostly about cleaning up the code a bit so future coding would be easier. Also tweaked the spells a bit to make them more accessible, added a new naming structure,
Yes, save up your gildar and/or add some points to Charisma.
[quote who="LightofAbraxas" reply="5" id="2898056"]Looks good, let me know if you need any help (besides playtesting). I have a bunch of spell xml just gathering dust in my hard drive that you are welcome to look at for examples or just straight-up use.[/quote] Thanks, I would love to see what you have. Right now I'm pretty well focused on the XML development of things. If you have any graphics experience that would be a great boon.
After some consideration, I realized I have set the required stats to cast some of the new spells way too high for the current system. For version .12, these stat requirements will be adjusted, and there should also be another spell book included in that update. ETA tonight or tomorrow.
Yeah, I need to go through and pull out my custom files and remove the original art files. I've just been focused on getting *something* out. When I use the mod for testing the images seem to pull just fine from the folders the way I have them set up. Please let me know if you find they don't work. EDIT: v.0.11 uploaded, removed vanilla artwork from X_Gfx folder
reserved
Additional Spell Books v.0.18 Download: Download here:<a
I see, you're not actually adjusting the attack rating of the unit.
[quote who="kenata" reply="90" id="2895745"] 2% chance of assassination (double damage) trigger I'm fairly certain I can not simply activate assassination this way. However, I have been pushing for game modifiers to be probabilistically triggered. I love the idea of casting a spell and simply having it fizzle out for no good reason. The general idea would be to have a trigger change tag for a game modifier, that says when the spell is cast, you have some X percent chance of
Maybe allow users to control colors / intensity...
[quote]Monasteries are one per city, so you couldn't build 3 of them in one city. Honestly, this building just needs to be made into a percentage improvement instead of a straight resource creator.[/quote] I agree. Why did they ever change this?
[quote who="Capn Darwin" reply="3" id="2892538"]@Light: Thanks. I hope we can get SD to help "fix" some of those issues. @Kenata: For 1) I'd like to target say 3 enemies somewhere on the map. So the spell would need mechanics to allow me to pick 3 target squares. For 2) the same as 1) except I want to select say three members of an army for a spell effect. For 3) Thats a good idea. The extra points would be hit first. For 4) I should have said speci
[quote]As for Spell Sub Classes, Here is a list of the ones present in the current xmls: -SubClass_Buff -SubClass_Debuff -SubClass_Damage -SubClass_Heal As for using this new tag, you need to place a tag , which takes one of the above list as a value, somewhere in the base level of a spell def. In most of the spells, they place this tag right after the spell class, though a couple of spells place it as the first tag, before displayname. F
The only other game I've played at all since the release of EWoM is CivV, and I haven't loaded that up in about two months now. But here I sit trying my best to mod in some sort of decent spell system for EWoM in my every free minute. I don't really play the game much right now, and if I do I use the wonderful mods which have been created. I think what I find attractive about this game lies more in the potential of the seeds that have been planted. Thi
[quote]- Tactical Immobilization - This would allow modders to do rooting effects, as well as create defensive effects which trade movement for defense. - A method to disable normal attacks while leaving counters unaffected - A game modifier for an on-hit spell trigger - This has probably been stated before, but I think it would be amazing to be able to create spells like thorns or fire shield that trigger a spell when the unit is hit in combat.[/quote] Like 'em
The civics of CivIV (and, really, starting with SMAC, afaik) help distinguish factions, and I think a similar mechanic in this game might help give the AI some personality as well as personalizing the experience for the player.