I like that idea, not sure if thats possible, but definitely worth looking into.
Malloreon
I was reading big squads of Lord Hammer teams were too strong. The main problem I read about related to Archer units was that there is a bug causing ranged attacks to always deal max damage. Of course that would have to be fixed. Ranged attack power on these units would have to be balanced by decreased survivability (health, defense, lower #of party members per unit) and enemy units that have ways to live long enough to get into range (which isn't hard when the archery bug is fixed).<
Its a mods forum, they are posting about mods ... where is the problem again?
Currently, as the game progresses you will see a lot of units that have different names, but are all essentially the same. It doesn't matter what your race is, it doesn't matter how many other players are in the game. By limiting customization, and instead pre-designing units, I can give each race a different flavor. I will still allow customization (special abilities, health packs, etc.), but the basic unit type will be set. For example: Elves would be full of Ranger/
Kalin, I absolutly love the tree in the middle - a growing tree is exactly what I pictured for an elf race as well. However, wasn't there a way to make one city hub for our capital city, and other hubs for normal cities? If so, we could use a REAL giant tree for the capital city, and another city hub type for all others. Also: I was thinking of making a tech tree, and custom units for this awesome elf race - anyone have any suggestions? Please check it out here: <a href
Hi Guys, I love the Community Project Elf Race ( https://forums.elementalgame.com/396640 ) which inspired me to make a custom Tech Tree and custom Units for Elves, however, I want lots of input into what people think is Elvish Tech, and what kind of units we should have. I'll list some of my thoughts: Outline: I prefer pre-made units with maybe 'some' customization over completel
I figured elves being able to build in forest would be nice, especially if we (down the patch-road) will be able to plant forest along our influence area. Oh ya, as for dev-help for mods, didn't Heavenfall start a thread for that already? A suggestion in that thread related to this post would be the creation of new terrain types (of which we can assign different ones to difference races influence area).
Usually city improvements cannot be built on forest tiles, I wonder if we could change that for the elves by adding the line: Forest into each improvements .xml file.
But I like all that 'un-necessary crap' :( That's one beautiful city you got going on there ... makes me wanna design elf-y tech trees and units.
Quite the list, gonna have to set aside some time to read it all.
Very nice work.
I want some of what you're smoking! [e digicons]:grin:[/e]
Heaven: I'd go with a slightly different approach: Level 1 Wall: Small brambles and mounds of dirt, maybe some small rocks Level 2 Wall: Bushes, bigger rocks, small trees Level 3 Wall: Big, dense trees, large rocks, big bushes. It would look less man-made, and more like a natural barricade. Not sure if that's even feasible - but it looks nice in my head (sadly it will stay there, I suck at art). Anyway, my main point is: You dont have to make
Since Atari holds the rights I stand corrected in my previous belief (makes no difference to me, I still have the original floppy disks of both those games).
How does it not fit? If the original publisher doesnt sell it anymore its abandonware - maybe GOG/Impulse are simply selling something that is not claimed by anyone anymore? Such as how someone might pick up trash, clean it up, and sell it. I'm not sure, but I could imagine this scenario.
Eww x 2. Thanks for the heads-up on regular units there - I was afraid that might be the case, but didn't check yet. I really want a nice way to change: Sovereign Leveling Champion Leveling Unit Leveling I hope to eventually make a more RPG like. My plan would be: Sovereigns: Gain a certain amount of Level-up points per level (definitely more than one, to allow more customization). The amount wo
Id like a way to tell the game to load a specific total conversion mod out of a variety of installed ones. Further I'd like to see a system which lets us turn on/off regular mods from within the game as well. Think Civ 4. Basically - I want to be able to load the game, go into a Mods Menu within the game, and tell it to load my (imaginary) Master of Magic Mod, which completely turns off all regular game rules, and loads ONLY the specified rules provided by the (sadly still ima
So, I found out how to change the amount of levelup points a champion/sovereign gains per level, and how to change the amount of statpoints each level-up point gives (The former is in ElementalDefs.xml, while the later is located under CoreUnitStats.xml). Now, my problem is: In the interest of making my mods small, easy to manage, and less likely to negatively interact with other mods I decided to ONLY mod the specific entries relating to leveling up (Detail at end of post) while not
Well, both Master of Magic, and Master of Orion 1 are abandonware
Considering I wasnt thinking of any particular model when I wrote this, I wouldnt say I forgot anything. I dont think that damage types are the most important factor, so I didnt think of including any.
What I think we need: General Combat: A to-hit system: We need this for melee, ranged, and magic attacks Melee: Each unit has a base chance to hit (depending on weapon, e.g. Longsword gives 85% chance to hit) adjusted by both positive and negative modifiers. Positive modifiers include boni from STR, AGI, and/or special abilities. Negative modifiers include mali from dodge, parry, and/or special abilities. Special abilities coul
Yeah, we really need this grand scale: I want big armies, and I want Hero's, monsters, and spells that can easily decimate those big armies. Much more magic, big mana pools, mana upkeep system, and multi-turn spells would definitely help too.
;) I think I might actually allow a small amount of customization: such as the ability to add certain special attacks/abilities to pre-made units. But we will see.
Time to try that out :)
I was wondering if anyone knows a way to permanently disable the creation of custom units? I want to make a mod (preferably in a campaign setting) in which all races come with pre-made units, and a different tech tree. Making the units and related tech trees should be easy (if time-intensive), but the work would be useless if custom unit creation can't be turned off. Now that im thinking about it, if i turn of all techs that provide weapons and armors I might no