Woot!! I finished my "Necropolis" spell and put it in the mod! (And fixed a few other things) It creates a wall of bones around your city. Gnilbert
Gnilbert
This is a request to include two new elements for your XML elements. I. effect target " /> and Behavior: This attribute determines who/what the effect is applied to. Possible Values: - NULL . Effect is applied exactly how it would be applied in the current scheme. - So
This is a "must do" in my opinion. Kudos for pointing it out explicitly! I've been using Gnilbert_ for mine. Gnilbert
[quote]How come there is no "holy" element? Seems like there should be balance to your death with life magic or somethingHow come there is no "holy" element? Seems like there should be balance to your death with life magic or something.[/quote] [e digicons]:blush:[/e] Honestly, I just haven't gotten to it yet. I admit that I tend to enjoy the "dark kingdom" feel over the "city of light," so I usually start there. Plus, with the awesome warg/skath models a
I put the tutorial links for what we already know, and I'm bumping this in hopes it catches the eye of anyone who might be able to give us some more details. Gnilbert
Doh! Apparently there are a couple of "testing" settings I left in when I posted this. I'm going to try to clean those up real fast and re-post it. ** UPDATE: It's been updated to 1.01 Gnilbert
You can get version 1.80 HERE . ** 1.8 BUG-WATCHERS: BlackRainZ, EviliroN, thionoxial, dopeydave, awuffleablehedgie - Fixed the Earth sword ability so Min != Max damage (causing a crash) - Fixed
Well, I'm almost embarassed to post this, but I found a ... creative ... way to get around the issue. I'll do a better tutorial when I'm back from DragonCon, but for now: The steps go something like this: 1. Create the new ResourceType (UnholyMana): Global=1, Worth=5, Stored=0, Shared=0, ShownInGlobalDisplay=0 2. Create a new UnitStat (UnitStat_UnholyMana): DefaultValue = 1 3. Create a new PlayerAbilityType (A_UnitStat_UnholyMana): UsedAsMultiplier=1 Now, anywhere
Thank you for all the feedback! This will be my last post for a few days - I'm headed to DragonCon! ** You can get version 0.75 HERE . You must start a new game if you want these changes to take effect. This is an update to the earlier versions (0.5-0.7). It includes the following content: So
Thanks for the catch, Austinvn! I've updated the OP with the -5 instead of the -1. Gnilbert
[quote who="Robert Hentschke" reply="1" id="2752747"]* reserved * [/quote] Awesome. Sticky please. Gnilbert
[quote] But in this game you also have things like stone giants, being that are literally made from stone, legendary magical armour, etc. Things that should pretty much be invulnerable to conventional but high quality weapons. You should need something like a catapult or a magic sword to harm a stone giant. Your system does not conveniently allow for that. [/quote] You are 100% right - the equations I outlined don't cover the case of the stone giant you descr
[quote] It looks to me like those Trolls cost more then twice as much to field then the warriors do. 3 splash alone has to be worth a pretty penny. "ARMOR: Usually within 1 to 5 without enchanted equipment," so that 8 Armour's got to be really pricey as well. [/quote] Yes - each single troll is much more expensive than each single warrior. And the 10 trolls were hopefully much more expensive to field than the 20 warriors
[quote] Also in your system, If my opponent is making armies of 12, or 20, do i have any choice but to make troops of 12 and 20 myself? Is more always better? If so then isn't the game isn't really a strategy game, it's an arms race game. A Strategy game would allow me to see that my opponent is attacking with 300,000 swarm troops, My best option is to make the army of 300. [/quote] Actually - this isn't true at all - check out the exa
[quote who="Netriak" reply="2" id="2751005"]I don't like your damage armour interaction: DamagePerHit = Attacker.Damage ^2 / (Attacker.Damage + Defender.Armour) Damage scales far better than armour. If tech increases and damage increases with it, armour values would have to increase to ludicrous amounts to compensate for the increased damage, and keep DamagePerHit the same. For example: 5 Damage, 0 Armour -> DamagePerHit = 5 10 damage,
This is a revised version of the original design I outlined HERE . I appreciate the feedback from that thread, and I'm going to provide some examples for how my proposed system is better than the current system. I have modified my original idea based on new insights after reading Robbie's excellent post HERE . I'm going to skip the math-heavy exposition this time, and just go for th
Great idea, man! I like your flavor text and ability name much better than mine. Mine feel too vague at this point. If you want, here are a couple other things you can add that seem along the lines of what you've done so far: - Charge! Target unit gains +1 Tactical combat speed and 10% to attack for one round, but is -20% to defense (for 1 turn). - Retreat! Target unit doubles its Tactical combat speed but is
I realized I'd better provide more of an explanation of my issue. The OP is updated. Gnilbert
As another side note - I'll totally do a tutorial on custom wall creation once I get a chance, if someone else hasn't already done one by then. Of course, Dragon*Con is this weekend, so I'll be in RPG heaven until Monday! Gnilbert
[quote who="Heavenfall" reply="8" id="2750454"]Have you tried doing it as a spell? I mean, are you sure that the correct gamemodifier can actually be cast? Otherwise you don't really have an option. [/quote] Yeppers - I've been using it as a (known from start) spell to test variations on the wall tile designs. You can use the GameModifier from the Hedge Wall improvement (something about upgrade wall, I think), but substitute your own wall definition in
UPDATE: With core system mechanics currently in the "overhaul" phase, I completely understand any reservation from SD to spend a lot of time preparing detailed responses to my questions. I've updated this post to include shorter, more directed questions under the original questions. I'd honestly be happy if someone even just answered one of them. If you're reading this and know the answer to even a single item/subitem, would you mind typing a quick reply with the question/answe
This is referring to city walls: The "Straight", "Inside," "Outside" and "Gate" portions. I noticed this last night while trying to create a custom wall type, and thought it was just the custom ones. While trying to figure out what I had set differently than the core walls, I noticed that none of their effects play either. This is most easily seen in the Fallen style walls, since they have those little craters with ChimneySmokeNew effects tied to them.
Last night I broke my own rule about "I'm not going to be adding tiles/effects." I've created a "Wall of Stone" improvement for cities. I made it an actual wall type, so it goes around your city properly and everything. I'll likely add it to the files tonight, along with a few fixes to other things that aren't wired properly. The problem is, I'm trying to decide how to add it to the mod - I'm not really loving any of my options, so I thought I'd throw it out
[quote who="Heavenfall" reply="2" id="2749376"]I still say the slow effect from the water staff won't work They borked SetUnitStat [/quote] Doh! That was even on my list of things to fix! Thanks, Heavenfall - I'll go ahead and update it in my current version while I'm thinking about it. Gnilbert
Thank you for all the feedback! The features for version 1.6 are described HERE . You must start a new game if you want these changes to take effect. This is an update to the earlier versions (0.5, 0.6). It includes the following content: Sovereign (Fire/Earth/Air/Water) Mana Talents