[quote who="smeagolheart" reply="1" id="3402935"]I've found shadow shift situationally useful early-midgame to port yourself over and swap places with a spellcaster so that the rest of your team can demolish him.[/quote] Never thought of that, nasty [e digicons]:omg:[/e]
abob101
Thanks parrottmath will check it out.
Hi all, I am currently reworking the Assassin Path as I think it's rather boring and probably the weakest of the Paths. Just throwing some thoughts up here if anyone is interested in adding their own comments and/or ideas. Now my disclaimer is that i've only had a brief play through with the Assassin. But having said that.... The Executioner abilities seem rather underwhelming.... only useful against champions which is not all that often. And
Hi all, Probably a bit of a longshot.... but if anyone is interested, i'm on the lookout for someone with decent "writing" skills who might be interested in fleshing out some of the descriptive stuff in my mods. I've created the Demons and Wizards summoning mod ( https://forums.elementalgame.com/446891/page/5/#3401844 ), the latest version has extra spell books, various new monsters and 25 new champions.
[quote who="parrottmath" reply="437" id="3402903"]There is a way to accomplish this, but you are not going to like the solution.[/quote] Well that made me smile if nothing else.. [e digicons]:grin:[/e] So... i'm still (somewhat) interested though. I've never looked at maps at all. Haven't even tried the map editor. So you're saying it's possible to add a game modifier that would set a unitstat when a unit is standing
The ideal thing would be if there was a way to set a unitstat when units are on a specific terrain... so if they are in a forest they have Unitstat_BG_InForest = 1. That would be awesome, but not achievable me thinks.
City stuff would be better than nothing but was really hoping to find something that works in hills, forest etc. I've just been searching the files now but can't find anything that seems like it only works in certain terrain :-(
[quote]Get a dragon mount like the master quest chap? Clearly they are modelled so it seems strange not to get one.[/quote] I believe you can get them in the Children of Storm mod if you're interested in trying mods, comes highly recommended: https://forums.elementalgame.com/443960/page/15/#3401576
Note to self, tested this further and it definitely appears to be a mod folder issue. Test file here: https://dl.dropboxusercontent.com/u/100348448/Test_ResourceType.xml This file in the mod folder will generate nothing. If you put it in the core folder you get a heap of extra "test" resources that look like fruit groves and have a very obvious bright blue play icon on the cloth m
Being lazy here because I haven't looked into it, but does anyone happen to know if it's possible to have modifiers apply depending on terrain, for example +3 attack when the battle is in a forest tile? +5 Initiative in hills, +3 defense when attacking/defending a city... that sort of thing? Thanks.
Guess I should have been more specifically actually.... i'm talking about adding new wav files to be used as the sounds for goodie huts (when you click on them) and units (when they move, attack etc). I want to look at music at some point... I think it is possible to change it actually... but might dropping files in to the core area.
Hi all, Anyone know if it is possible to add new sound fx from the mod folder? I found you can add new wav files into the core sfx directory and it works fine... but I can't seem to get it to work from the mod folder. Thanks.
It's unanimous, motion passed! Thanks gang.
[quote who="Nightmurderer03" reply="122" id="3401725"]But to answer your question, i also think they should be celestial, just checked the tags in the wiki and the only other tag that maybe could apply instead is demons, but celestial seems more appropriate.[/quote] Cool that's what I thought thanks too! [e digicons]:beer:[/e]
Question for you guys playing COS.... do you think the Dark Angel and other "evil" Angels should count as Celestial (the unit stat) ? The Angel, the Celestial Defender, the Archon and the good Angels in the summoning path will all be "Celestial". I'm just not sure about the dark ones. HF's description of Celestial from his COS wiki says this as the definition for Celestial... Beings from the upper planes and other units that may be considered particular
[quote who="Heavenfall" reply="13" id="3401589"]You can include the new unitstats yourself, but I'd rather you didn't have the same file name on purpose (since that may give me problems with updating it for users later on).[/quote] Yeah makes sense, will just borrow the Celestial stat for now, will be great some stuff I have in mind. Just noticed this sort of thing crops up now and then in COS: Unit
Seeing as we're getting AI tactical summons in the next patch (yay!), just bumping this one. Specifically, pls checkout this bit as i'm 90% it's correct: [quote who="abob101" reply="6" id="3389629"]I've done some testing.... and it seems that Summon Shadow Warg and Summon Ice Elemental do not play their SpellDefEffect particle. If you add a 1 then it starts working. So it seems (as suggested by DsRaider) that there migh
[quote who="Victor5" reply="104" id="3396885"]On that note, could you give us an idea on how your plans of incorporating compatibility with CoS is going? I know you've been looking into it; but since I haven't seen mention of it lately, I assume the two won't be fully-compatible by the next release. [/quote] I decided to essentially skip a release and make the next release a big one rather than do a couple of smaller releases. Next release will have:
OK cool. Hmmm.... you have some nifty unitstats in COS that aren't in the BG unitstats library, specifically this one: UnitStat_BG_IsCelestial and these: UnitStat_ImmuneToFear UnitStat_IgnoreMaul (as well as the changes to the spells to allow them to work). If I want to use the UnitStat_BG_IsCelestial in my mod.... and I'm trying to make it work with or without COS, i'm guessing I can just i
[quote who="JC_LEON" reply="361" id="3401574"]ok thanks.. so I can buy all dlcs and play with them too...[/quote] Again HF will probably drop by and correct me if i'm wrong but I believe it should work fine with all 3 DLC. There may be a few very minor issues but we're talking stuff that you wouldn't even notice. [quote who="JC_LEON" reply="361" id="3401574"]why no one made a big mod in "The lord of the rings" or "Ice and fire" worlds?? it shou
@HF, I notice you have classified demons (Assassin Demon, Death Demon etc) as both Elemental AND Demon. I would have thought that they were probably one or the other.... so maybe Demon and not Elemental. What was the reasoning for making them both? Is it because their base is Elemental that you figure they should also get to be Elemental? Thanks.
Heavenfall will probably answer, but yes - it's compatible with latest LH (1.3). You can use it with or without DLC.
Woohoo! [e digicons]:w00t:[/e] Sounds great, looking forward to seeing it in action.
[quote who="Heavenfall" reply="5" id="3400925"]Correct, I've talked to Derek Paxton about this but there's no resolution in sight. Unfortunately I can't just include them since that'd be giving away DLC content in a mod that doesn't require the DLC.[/quote] Hmmm, bugger. I would have thought that adding in say the unit defs would be fine (so that the unitstats can be added) because from memory most (all?) of the new units/monsters don't appear except via
HF, Just looking into this further. What I want to do is avoid having a "COS compatible" version of my (summoning) mod separately. Been looking at this though... and i'm thinking of adopting the BG Unitstats library regardless... because it will let me do a few things that otherwise aren't possible. So i'm thinking of just including the library in my mod also. That should be fine right.... to have 2 mods install with the library in each? Q