Murteas

Murteas

Joined Last seen Member # 698520
45 Posts 994 Replies 28,884 Reputation

[quote who="LightofAbraxas" reply="245" id="2884569"]@Agrippa & Murteas: Well, it's up to you all what (if anything) you want to include. Right now the status of the mod is that it's just for personal use, since I don't really care for the 4-school system that Elemental has now. So, all the xml is working (but would need the new AI tags added), but most of the new spells in the new schools may or may not not fit with what you all are trying to do here. When I st

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@ mqpiffle - That is great information. I will test with that this afternoon/evening after work. Bring on the spells. :) We'd love any contributions. @magog - yeah, right now, the spell is completely borked. It does not work as advertised. I am working on it, we may not be able to limit the spell to sovereigns /heroes only.

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[quote who="LightofAbraxas" reply="238" id="2884070"] Looks good guys. If you want to use any of the code or particle effects from my defunct mod, feel more than free. It's not posted anymore, but that's easily fixed.[/quote] We'd welcome anything you'd like to add to the project. If you are interested in adding some of the spells you had in your mod, feel free to post ideas here and we'll get them in. :)

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Okay, I posted a beta version here: http://dl.dropbox.com/u/12727985/MG_Beta.zip I am still testing and will upload new versions there as they are available. Only sheltering hands in this version. edit: No matter what I try I can't get the lose turn to apply to the caster of the spell. :( And the modifier lose next turn does exactly that it causes the u

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@seanw3 - I think the line: 1 is what I am looking for. I already had the chance to lose next turn code, but I never saw this line and I noticed that it was not working on any friendly targets. I am hoping this will allow me to hit "friendly targets". Okay, so i thought sheltering hands was a cast on self spell, if we want it to be a cast on anyone spell (friendly of course), then

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@Magog_AoW - That looks really good I like the debris that goes flying by. :) I think the whirlwinds look kinda out of place, but I'm not sure what to suggest instead. Hey, quick question, has anyone had any luck causing your self a negative effect? I can alter the caster combat speed down to 1 (no lower), but I can't make the caster lose his turn. It just ignores the modifier. Any suggestions? (This is

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[quote who="seanw3" reply="211" id="2882245"]Have you given thought to spells cast on an entire stack? I don't remember the capabilities, but a strategic spell that gives +15% or so in any stat category would probably add some interesting flavor the the enchantment tree. It doesn't need to, but I think these kinds of spells are best if only lasting for a single season. Alternatively, it could be cast during the actual tactical battle.[/quote] We can definitely create some of these sta

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M. Agrippa - Post away... I'm listening. :) Work has fried my responsibility circuits this week, I need a little mod time this weekend, so I'll try to hammer out a few spells. As usual I have no creativity on my own, so I rely on you capable people to tell me what you want to see. :) edit: Been playing a little Magicka (fun game) maybe we should look there for some tactical spell ideas as well. <p

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[quote who="John_Hughes" reply="201" id="2881551"]Look great. I like the Shelter Hero idea for the Hands Spell as well. It could be cast and as long as the Sov remains in place it stays also (that is doable right?) Then I could see us asking Magog to take a shot at a cool animation for that one as well.[/quote] Unfortunately, conditional spell durations are not possible right now, we can make the caster immobile and regenerate, but we can't give them a variab

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C++ code is an option regardless of what other scripting language they choose if I read Frogboy's post correctly. The question is Lua vs Python.

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I have to say that I am interested in seeing how python would work. I am an "old" c/c++ guy so syntax either way is going to be fine with me. Performance may end up being a larger issue than we think especially with modders writing code that isn't exactly efficient.

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Magog_AoW, Looks Great! I will get the changes in the next version and get it released ASAP. Please give Howling wind a shot. I'm excited to see what you come up with. On another note: I am at a standstill with the shard curse spells. I just can't get them to work to cast on the shard itself. We can remove resources from the cities, but can't effect the resources. :( I rea

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[quote who="Magog_AoW" reply="189" id="2880243"]Ok here's a first preview of Grasping Vines with particle fx. Might need some polish. [/quote] Looks great! Agree with M_Agrippa on the length of the after effect, but overall I am very impressed. Let me know as soon as you are ready and I can put it in the mod so it can be in the next release.

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Looking forward to Dungeons and Dragon Age 2. Probably won't pre-order (only do that with Stardock games :) ) , but I am sure I will get them on impulse.

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@Agrippa - You can require that something is in the death spellbook and require the possession of a certain shard, but not the other way around (i.e. in fire but require death). If I can get some attempts done of the spells. I'll send them your way. @kenata - how do you cause a champion to give a farming bonus. Is there a way to give him the npc farming ability? I've tried a couple of different approaches, but I couldn't get it

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