BTW - I think I figured out how to do raiding by playing around with the spell cost (as suggested above). I'm not sure the AI will recognize the benefit, but it should be interesting to try. I'm going to make a few test spells and see what I can do... [e digicons]:borg:[/e]
Murteas
Kenata, Those look good. Are you thinking of putting in a Curses section as well? Do you think that all of the spells would go in the enchantment book? Would blessing of the farmer be castable only on a friendly hero for example? That would be nice, it would allow us to customize the heroes a bit more. Interesting thought: What if some of these spells had a +/- aspect to them instead of
[e digicons]:drool:[/e] Great job! I'll grab the images and put them in the mod for next release. I've been making my own lame attempts at paintings and I am glad I didn't post them because in comparison, mine were really bad. :)
Hey impinc, I don't have a ArtifactUW.zip in the download. Have you just integrated the UW weapons into your mod, or should I still have to do something to get it working (looks like the artifact.xml already has the appropriate changes, but I was wondering).
:Grumbles: Can't get the spells working the way I want... :grumbles and goes back to work the spells again: Just checking in. I'm keeping an eye on any ideas that come in, but also realize that 1.19 will bring some changes to our spells. If nothing else then the AI tags will have to be added. Have a good weekend everyone.
@Kenata - We'd welcome any contributions you'd like to make. You obviously have a lot of experience with the Game Modifiers and that is the key to the spells working as they should. M. Agrippa is going to be managing the next "chapter" of spells, and I'll be modding and putting together releases. I do have a list of all the spells that were suggested shortly before release that i have put together in a
I can look at the resource question. You probably can turn off the resource, but I'm not sure you can change owners...it's a good idea, I just don't know if that is possible. Let me start looking at it. As for shard sabotage, I am leaning towards cursing shards that are not your type, but I don't know if that will make the most sense to people.
M. Agrippa, some of what you suggest is possible, but the stealing may not be. I haven't been able to get a spell to effect both the caster and the target at the same time, it is one or the other. That doesn't prevent the curse type of spell however. So I would love to see those type of spells, I'm just not sure we can do them yet. I am willing to try though. :) I like the more strategic spells, so I g
impinc - Excellent Job! This is great.
v.031 is up. See the changelog in the first post. Thanks to everyone who is contributing. Sounds like we may want to focus on 2 areas next: Summoning and Area of Effect spells. Other thoughts? Suggestions? I can see that this could outpace my time to keep up with people's needs, if that happens, we can move this to a community managed mod and I can help with releases, etc, but others can manage incoming req
Okay, wow... You guys are awesome. I am going to put in the new graphics and actually make the changes I said I was going to to the guardian spells. (I don't know how I left that out of the mod this last release, but I'll change them now. We can change it back once 1.19 makes it out the door.) As for particle effects, I would really like to see a new effect for arcane missle- I think the rainbow is ugly. Linque was going to work on it but I haven't heard and up
Those look really good. That would be great if we can use them. Let me know if I need to credit someone in-addition to yourself. If you can post those pictures and any icons you have I'll get them included in the next version.
34. Fixed a bug where dispelling Guardian Ward (and any other spells that involved a city-target summon modifier) would not kill the summoned unit. 35. Fixed a bug where killing a unit summoned on a city would not cancel the enchantment that summoned that unit, keeping the spell from being cast on that city again. Great!!! I was wondering why this wasn't working.
Try out some of the Expanded Factions that HeavenFall has created: Angels, Goblins, Elves, etc. He has done a really good job. Once you try the game with the mods available you won't want to play with anything else. :)
Or use incognito mode or private browsing and you should be able to get the mods.
. Fixed an issue that was keeping the AI from casting spells in tactical battles. This should be a great help. I am interested to see how far this goes to help the AI in tactical battles.
Check out some of the mods when you do get the game. They add a lot of flavor to the game and make it that much better. Welcome to the community.
New version is up. I'll look at the weapon graphics again to see if I can make them fit more with the theme, but I gotta warn you I am not an artist, so you'll probably just get something that looks worse. [e digicons]:grin:[/e] I'll plan on releasing an update with graphical/bug fixes/balance fixes this weekend as needed. Great Job everyone on getting this out! Thanks for all the help.
Beta package updated with grasping vines graphics. I'd say we are ready for release unless someone finds a problem in the near future. Any comments on the graphics used for the summoned weapons?
Okay, I have made several changes, and this one is a release candidate. Please let me know what you think. I am waiting on any graphics that can be included, but I'll release tonight either way so that we can get it out there. I made a quick attempt at the weapon graphics and model skins, let me know what you think. I changed the guardian spells to be cast 1 time every 200 turns and only by high intelligence casters and removed the maintenance cost but upped
NimbyJester - That may be possible, are you thinking of a specific idea you'd like to see? Example: Bastion of Last Defense: You create a magical fortress that increases your units' defense but only is effective in a small area. I don't see why we couldn't do something like that, of course with a lot more flavor and more interesting spell :) @John, I get a resource not found error when I try to down
Got a hint from Heavenfall and I got the push back effect to work! :) Linque is going to start working on some particle effects for us (arcane missile, altar of fortune, etc.) I'll get these spells ready for public consumption. Let me know what you guys think about the new effects, and if you still want to tweak them before the next release. edit: new beta available with fix for flame burst s
Derek, any chance we can get the Titan's Breath spell to actually work in the game? it is supposed to move a unit to a random tile (actual xml says it should move it back 2 spaces), but currently does nothing. Actually according to HeavenFall it is the type of Unit that is the problem, it needs to be changed to TacticalUnit, Once that is changed - it works! Thanks!
Sorbicol, I noticed this too. Have you heard anything on this?
So you guys want freezing rain to be against all enemies, instead of just a single enemy (how it is right now)? Or I could do it in an area of effect, if that works better. Okay, so after fighting with the push back effect of the fire spell, I thought I would try the spell I was basing the effect off of to make sure it works, guess what the actuall spell (Titan's breath) doesn't work either, it in fact does nothing!!! So I don't know how to push people back