@ Heavenfall, I implemented the sovereign traits that you mentioned. Check it out if you want. Was that what you were thinking about? Or something else?
Murteas
Why are people complaining about this? If you bought the game before the new year, you get this expansion for free (even though it is a stand alone expansion). You can then play either game War of Magic or Fallen Enchantress WofM. They are not abandoning W of M, they are just taking it in a new direction.
@Heavenfall - I certainly agree. We need to be able to rotate/scale our soldiers in the preview window (please). BTW - nice sneaky advertising for the Expanded factions mod. [e digicons]XD[/e]
New beta posted with the new tiles from John. I am currently working on getting the fire spell to push people back. Once I get that working, I think I'll set the spells in the right spellbook, and add any graphics you might have ready, and we'll release it to the public and let them try it out. Make sure you download again to get the latest stuff: http://dl.dropbox.com/u/12727985/MG_Beta.zip<
SerinMaldy, Welcome, if you want to give ideas or suggestions for any spells you would like to see, feel free to post them. The beta version really isn't balanced, but is more to test the new spells. Feel free to try the version in the first post, or the beta if you want to help test. We'd welcome any and all feedback. And if you want to try your hand at modding a spell, or adding graphics, let us know and we'll guide you throug
Unfortunately, there is no good way to effect 2 groups of people with one spell. It either has to effect enemies or friendlies, can't do both until they change the way things work. Sorry. I have some great spells to suggest once we get that type of spell working. :) New version going up in a minute. Same link as before. Wall of Flame will not!!!! push people back. I don't know why, I am using the same code as ano
Excellent. That spreadsheet sounds incredibly useful, any chance that it could make it into modders' hands at some point in the future? I am looking forward to the quests coming up, are you going to add any new mechanics (random events based on population, sov. level, etc.)? Thanks for the information. This is the best part of being in a Stardock community IMO.
Spells are in with the spell cost set to a projected value. I left them in the combat spellbook and you should get them immediately just so they are easier to test. Once we say we are good to go, I will move them to the appropriate elemental spell book. By the way, I assumed these were going into level 2 in each of the elemental (fire, water, earth, air) spellbooks. Also, just to help with casting spells for testing, if you create a new s
My only concern with changing howling winds to give a dodge bonus to friendly units is there is already a spell that does this, and it would seem redundant. I'll leave it with an accuracy and attack debuff and see if you like it. The other changes are doable, and I'll be making them in the next beta (to be released soon).
Okay, I've made a few modifications. I left the freezing rain as a -3 combat speed modifier because that seemed to be the goal of that is to slow them down as opposed to completely stopping them, right? I can certainly change that to a lose turn modifier if that is what you want. I've made it a single tile effect as well. using the new grasping hands tile, and code to lose a turn. I've made a few changes to the wall of flame, let me know if it i
Thanks for testing guys. John, you are exactly right, I have the code in another spell, but for some reason got stuck on the have to reduce combat speed instead of just skipping their turn... great find. Yes, the range of the spells is just for testing now, let me know what you think. We can definitely change it and only have freezing rain be one tile. Unfortunately, the "logic" we can put into game modifiers is incredibly limited. &nbs
Hey everyone, Here is a beta to try out the battlefield spells. Some of the effects still don't work, but this will give you at least a view of what's going to be there. Currently, the spells are all in the combat spellbook and you start out with them. They are priced at 5 mana and do not require any shards (just to make it easy to test). If anyone wants to look at the spells and see if you can get the effects to work, please feel free to try
John, it should work, but then again several things "should" work that just don't. I'll try something out and get it to you guys to test.
Thanks Nimby. That is exactly what I've been working with, and as you said it doesn't work for anyone that enters the tile after the spell is already going. I'll try to get a beta out soonish so you can try it out.
Hey Nimbyjester if you can post it that would be great. I think the problem becomes that we can affect anyone in the tile at the beginning of the spell, but it doesn't seem to effect anyone that enters after the initial spell. So the solution may be to make the initial area of effect a little bigger. Yeah, we can definitely make a tile impassible (see rock slide), but not really make it work as we want (give damage as people enter), as HeavenFall noted
John, That looks really good. Excellent. I will get that incorporated as soon as I can. I am running into the simple problem that even though I can make the decals show up and I can make them take effect a single time (for example if you actually cast it on someone), I can't get the tiles to take effect if someone moves through the tile. So, I do have a wall of flame spell that looks great (based on a commented out
Awesome, I'll definitely keep an eye on this for effects for the Murteas Grimoire. :)
Yeah!!!! More crests. Great job. I love these!
Okay, version 0.21 is up. Included the new graphics for the Fortune Altar from M. Agrippa. They look really good in game. Great job. I adjusted the values a bit for the resources that come up so you should get a little more diverse set of things from the altar. Let me know if you like the balance or if we need to adjust it. Thank you to everyone who is using this mod, I know it isn't the fastest moving mod, but I am excited to add more spe
Kenata, This is great! Thanks. As soon as I get a chance I'll be using this for more spells.
Victor, I run both ACP & Expanded Factions together without a problem, are you seeing an issue running both at the same time? You should be able to just install both mods and use them without issues. Now creating goblin heroes, lost souls, angel heroes is another matter, but you should be able to run the mods at the same time.
Hey kenata, just wanted to stop by with a short bug report. Deep Gash doesn't seem to be doing any damage in my current game. (Always 0), not sure if anyone else is seeing that. Anyway, the mod is great. Really enjoying it. Thanks for sharing with us. [e digicons]:thumbsup:[/e]
v0.20 uploaded. Added the Gift of Fortune spell, which creates a goodie hut with a random "gift" from the gods. Please let me know what you think about balance and if the spell fits. You can currently cast it anywhere in your territory and the goodiehut will show up after you move (engine limitation - it doesn't show up immediately). Don't cast it on your city, as this tends to cause problems (like it won't show up).  
Okay, I was hoping to have some time before I took off for a week to get some more spells out. It may not happen until I get back. I will try to get something out today before I leave, but I can't promise it will be out. Hopefully, we'll have some news about the mod czar by the time I get back. I am bringing my computer with me on my trip, so if I get a moment, I might be able to mod a little. We'll see. H
I think I can get the modified air and fire spells working. However, there is no randomness in spell casting at the moment. It could give one certain benefit but could not change from season to season. :( Hmm...I could cause a goodie hut to appear next to the city which could give those items. What do you think?