Capn Darwin

Capn Darwin

Joined Last seen Member # 640718
23 Posts 183 Replies 294 Reputation

MeleeAppliesSpell will only work for a hand to hand attack. Bow attacks are already "spells" turned into abilities. What you would need to do is to clone one of the bows with an effect (fire) and place your effect. You might also be able to unlock the ability (spell) with a weapon (bow) as well. I'm sure HF knows the correct setup with the items in his mods and can answer better.

2 Replies 3,212 Views

Thanks for the inputs guys. I hate that everything costs 20 years of my GDP but I can sell back of pennies on the dollars. I think Champions are too much as well in many cases. I'm not sure what SD is trying to do with Gilder. Almost not worth using in the game as a mechanic. You could just hard code the max number of Heros, or troops per city, etc. Of course they have a good choke hold on mana too. 87 was fun with with Seans mod, my mana tweaks, and decent gilder return. Some of the best

4 Replies 5,376 Views

Does anyone knwo where this value is stored. The 10:1 ratio to sell back is way too low. I don't know if taking out the attributes somehow killed the calculation or if this is an intentional thing. Either way I want to bump the percentage up. Thanks.

4 Replies 5,376 Views

I "revised" my fireball spell to not be a one shot kill. Even now, popping off two in a city fight does damage to mobs of units, but does not nuke them off the planet like vanilla does.

132 Replies 61,228 Views

One thing I need to do with this mod is bump up damage on my spells and tweak costing a bit too. It plays well with my bumps in mana and I see that having any casting time above 1 is a waste of time in most battles. I can see having major summonings and mass buffs and debuffs on a delay, but the rest including heals and damage spells need to pop when cast. I also hope the Devs put in the dispell enchantment capability soon to. As a side note, how do you see the changes in attributes e

132 Replies 61,228 Views

Sean, Played some turns with 41 tonight and I like the feel of the game with the added Sov units. Building times are better too. May be the better starting location this time. More later.

132 Replies 61,228 Views

Trait issues: Per level traits should cost more. Brilliant is missing a cost. You could also have a "Wheeler Dealer" trait to cut cost in shops and up resale value of sold items. "Eagle Eyes" + sight range and +X on accuracy (maybe even per level). "Field General" with +1 or 2 to group move, +1 or 2 to regen, +1 or 2 to group dodge/defense, +1 to army size I can come up with several more if interested. I'll work in some 41 time over the next

132 Replies 61,228 Views

Are the buld times for structures going to get kicked down? You get 18 turns on the Tower, 30ish on the barracks and then 132 to the other starting buildings. Still seems steep. I'll check out -41 with the free troops, no real way to play even sparse with huge mobs all around me in most settings. I'm also getting quest/hut clusters. 4-6 all bunched up in an area. May be the small map I play on. Some really good stuff. Hope to play a little more toward the weekend.

132 Replies 61,228 Views

I know I am making changes in the file and so are several others and only the latest file by name gets the overwrites of the tags. I would request we make a ModName-ElementalDef.xml with only the changed tags in it. That would make looking over multiple Def files for collisions easier and maybe as a group we can arrive at one good mod file for folks to use in all cases (if we can). Just a thought. [e digicons]B)[/e]

7 Replies 7,670 Views

I think the monster spawns were fine in my small world test out. Some easy but fast spawning sites. Still took a loss of a spear unit to bears. Maul is brutal. I like the boosted hitpoints and I think that is spot on. What I would like to see is the level gains knocked way back. Maybe double hit points after ten or more levels (20 would be nice). Makes no sense to have those growing so fast. People only get so big/tough and D&D is not a system to emulate here. What would be good to see is

132 Replies 61,228 Views

Be great to see a functioning dispel spell. Both units and cities can be protected from spells to stop the attempts after application. The trick was getting rid of an effect after application. Looks like a wait and see from the Dev side of things. Would also be cool to have a damage rider to fire back on an enemy caster too. Have to give that some thought for advanced protection spells.

8 Replies 9,143 Views

I have a game in play were Umber is casting city based curses on one of my cities. First issue I have is there is no way to tell who is doing it since there is no message on screen. You just notice more icons over your city. Next issue I had, beyond it really being an act of war, is the lack of a spell to protect or remove these afflictions. The challenge is easy so to speak. Make a spell that can remove city wide curse effects. My concern going throught the spell listing is that there

8 Replies 9,143 Views

Is anyone having success using the percentageHitpoints tag in a spell? I have a spell with two equal effects in gamemodifiers with one using a 50% percentagehitpoints tag. Problem is both trigger regardless of hit points.

49 Replies 34,737 Views