[quote who="Capn Darwin" reply="10" id="2768080"]Whoa, missed the gnillbert line there. Does he haveXML code to look at? I know you can do a spell definition as an item/creature power without node id's. Done that. New spells in a book I'd love to see. [/quote] Sure thing - in my mod (grab it HERE ) I created a book of "Unholy" spells. The spells are defined in Gnilbert_UNHOLY_Spells.xml and the spellbook itself is d
Gnilbert
[quote who="Istari" reply="5" id="2767949"]I think they'll agree. Has anyone tried doing one without a node to see what happens? [/quote] Thanks for the response! I gave it a shot just now with the following section in my spellbooks mod file: SummonFireGiant <StartingResea
xStarfireX :[quote]Wow. I am loving the icons you have made and how the new swords sound. I shall let you know how i get on trying them in game once I get a chance. I am really enjoying starting a new game each time and seeing how the latest version changes how I play. Btw I really like the new mounts. Have you looked into giving them their own icons and pictures in the tech book rather than the curent wolves. As always keep up the great work.[/quote] Thank you! I am not</
[quote]I don't see the problem with Death Wargs. 25 gold is a lot, and it doesn't do very good damage. I could see it useful for rushing, but since when the AI ever rush? I play Yithril, who is uneducated, and I'm still running around with squads with 15 HP, ~50 attack by turn 50. :/ I actually buffed the Death Wargs on my local version (I tweaked a few things here and there). [/quote] Doh! That's what I get for releasing the nerf bat too soon! I wanted them to be skirmish units, ba
Woohoo!! Go team! You guys are on fire with this one. Congrats! :D Gnilbert
I've finally added some screenshots. Gnilbert
[quote who="jereome" reply="1" id="2744632"] Currently I am working on trying to mod this like MOM. Currently Im trying to change the way the Mana system works in this game to be more like MOM's system. This includes beefing up the mana regen in game, but adding mana drains on all the enchantments. Also adding mana regen stats to all of the shards in the game and possibly making temples as well for town production. Also I have been trying to work on the Nature spell tree in MOM, but got
The latest version, 1.50, is now available! The changes are listed in the OP. Gnilbert
[quote]Bug report: I find no Necropolis spell rather than a spell named city of light which actually builds a bone wall around the city as described in your passage. [/quote] Sorry about that! The "City of Light" spell is actually one of my testing spells that was accidentally put in the Zip for v1.20. (The actual Necropolis spell is still in there as a level 8 spell). Before you download the new version (1.5), please delete all Gnilbert_ files from your mods dir
[quote who="Heavenfall" reply="1" id="2765734"]I feel that this applies to Tech trees as well. If SD necessarily needs a "spellbooknode" type list for programming reasons (ie - reasons I don't know about, like loading in a certain order or saving memory or whatnot), they can build one out of all the spells made available - after the mods have been loaded. Since it's such a basic list, it should be an easy task to generate a list. The term procedural generation comes to mind. [
[quote who="xStarfirex" reply="24" id="2765572"]Great mod. The Fire essence seems to be missing its picture in the shops and the text on two of the magic bows seem to be missing a word. Keep it up, I am really enjoying this so far! [/quote] Thanks xStarfirex! I've updated those in my local version. Gnilbert
[quote who="Robert Hentschke" reply="32" id="2765689"] Yeh, I know. Why don't you try something normal? =P [/quote] Meh. Normal isn't cool . We already know we can do the normal stuff. Where's the fun in that ? [e digicons]:thumbsup:[/e] This is coming from someone who has, of course, beat his head against the desk several times while trying to create various "Wall of X" effects before realizing that particle effect
[quote who="Frogboy" reply="31" id="2765684"]YOu need to eliminate the Prereq you have up there. [/quote] Thank you again for helping with this! Removing the prereq makes it show up in the Book as an option to build on the resource, but the (single) little hammer icon (when you have the resource tile selected) only lets me build the Farm (my improvement is like a Field of Darkness). It also doesn't show up as an option from the city menu. EDIT: Tran
[quote who="Frogboy" reply="19" id="2765638"]5. Is it possible to give the user the option of multiple improvement types on a single resource tile? (Like build either Building X or Building Y on selected Old Growth Forest tile?) Yes. Take a look at CoreWorldResources.xml and you will see that they define a type in there. Then look for say Imperial Farm in the EmpireUnlimitedImprovements.xml. In it, it looks for . You can have multiple
[quote who="Stmorpheus" reply="25" id="2765660"] Quoting Frogboy, reply 22 Regarding spells: In v1.1 spells are going to support using global resources and mana will become a global resource. wait you mean that its possible to need spell components? like to cast say arcane armor it may need say 3 iron? because that would be badass and unique. a great way to curb very high level spells! [/quote] You and me both! I'm absolutely c
[quote who="Frogboy" reply="21" id="2765641"]Would anyone object if I made this thread a sticky? I.e. would you guys be willing to maintain this so I can direct developers to answer any questions I don't know off the top of my head? [/quote] Stickiness would be wonderful. I'll happily pop all the answers up into the original post. Gnilbert
[quote who="Frogboy" reply="20" id="2765639"]Q: Is there a way to apply effects to units that start/end their turn in or move into a map location? I don't know what you mean by effects. Visual effects or like buffs? [/quote] WOOT! Thank you in advance! Both actually: "Wall of fire" spell. When a unit moves into or ends its turn in the affected map location, it takes damage and a "hit by fire" particle effect plays (in addition to t
[quote who="hairrorist" reply="22" id="2764760"]One other issue--healthpacks giving HP back during tactical combat but not on overland feels... wrong. Also, it can be exploited if your unit moves faster than an opponent. Is it possible to mod overland healing? [/quote] Unfortunately, I haven't been able to find a way to give units "Strategic" abilities - other than the predefined abilities like building cities, fortifying or laying siege. Honestly, I've found it a lit
The latest changes are up! Thanks to everyone who's been reporting issues; I really appreciate it. It's getting to the point where it's a bit too large to update every day without missing something. Gnilbert
Updated. [e digicons]:grin:[/e]
[quote] What I really hope is that DEVS will see your work and ask to use it The blessings are just a too good idea to be thrown away. [/quote] If they used/retooled some of my stuff, I would be beside myself with glee! It's unlikely that they'll take up the Holy/Unholy stuff I've been working on, but I could easily see them putting in something equivalent to the staves, robes and miscellaneous training items. I'm very excited to see how they're plannin
I've updated the original post with more specific questions and a note that says "We understand you're busy, so feel free to answer only one of the questions in yellow ." Gnilbert
[quote who="James009D" reply="25" id="2735338"]Hmmm, I just tried something different and it didn't work either: ProduceResource Gold &nb
Awesome, man! You've spread joy to modders everywhere who want to be able to add readable XML blocks in "reply" posts. [e digicons]k1[/e] Gnilbert
[quote] What's that? You want me to incorporate that into my "Necromancy Techs" in the Undead Rising Mod? Ok, I think I can do that.. hehe with your permission of course. [/quote] Lol - consider it granted! Half the reason I put this stuff up there is so that anyone who wants to can use it to make even cooler stuff that I get to play with too! [e digicons]:grin:[/e] Gnilbert