[e digicons]:rofl:[/e] - Great to hear the AI is using the missile at least a little bit. As I am looking at the spells you suggested, the problem I am running into, is that I can't shape them like you suggested (1x3, 2x3, etc). I can easily do one tile, and make it unpassable (see RockSlide level 3 earth spell), but I am not sure I can "summon" a unit (rock) during tactical battle, and have it go away. I'm going to play with
Murteas
Does it work in cloth map only mode? If you are still having slowdowns there, then I would say it is something with the computer, because cloth map only mode should work even for wimpy laptops. Your laptop should run it just fine. Send an e-mail to [email protected] to see if they can help (you may have to give them until next week to respond, as they are on holiday break).
Okay, version 0.18 is up. And Focus is gone for now... if someone has a brilliant idea on how to make it balanced for a spell, let me know, otherwise I will concentrate on new spells. Also, I have changed the directory structure so now you should be able to manage more easily which spells you want from the mod. The first "chapter" is Cantrips or level 0 spells, you should see it show up in your mod folder next to the base Murteas Grimoir
Thanks! Yes, please keep the chapter names coming, and no need to include "Murteas" in the title...unless it fits somehow. Also any art you want to provide would be great, I am not an artist, so any help in that area would be greatly appreciated. I haven't gotten the chance to play a longer game with Focus, but I think I agree that it is too exploitable at the moment. Maybe we can hand it off to the artifact mod as a possible ability (ca
M. Agrippa - Okay, I understand what you are saying. Once we get a few more spells of different types, I'll look into creating several different distributions. I will probably do something similar to the Expanded factions mod, where I will include everything in the mod, and you can just delete the folders you aren't interested in. Probably not in the next release but the one after. The ideas look good. Let me see what I can do w
Thanks for posting this. This could be very helpful for some spells.
Of course if I add spells to new spellbooks, then the vanilla sovereigns (or expanded faction sovereigns) won't use the new spells. :(
Hey guys. Yeah, after I posted the initial idea, I started to work on it, and came up with some of the same thoughts as you about it being very exploitable. The current version leaves you vunerable for 3 turns and gives you some mana. Do you think I should make it a fixed amount of mana or should it still be tied to Int? Should it hurt you as well? Or is focus just too hard to balance? Any other thoughts on an enchanm
Added a new spell Focus to the enchantment spellbook. Try it out and tell me what you think. Basically you are sacrificing moves, attack, defense for 3 turns to get some mana. Leaves you pretty helpless but can get you some good mana. I'm thinking about increasing the duration to 5 rounds, but I'm not sure yet.
check the my documents/my games/elemental/units directory and make sure that your sovereign is in that directory. After you installed 1.1, it cleared out the directories to force you to re-make all sovereigns, units, etc.
Level 3 - Death Spellbook Wither - Reduces the strength and constitution of target foe by 25% for 3 turns. (Actually it reduces the attack and HP of the unit, so the description is off a little bit). They shouldn't have died unless they were already hurt, if so then she made them shrivel up like a raisin. [e digicons]XD[/e] [e digicons]}:)[/e] [e digicons]8O[/e]
v0.16 posted - Okay try out the new build and let me know what you think about the guardians now. Working on a focus spell for enchantment, basically immobilizes the caster for a few turns but gives a big boost in mana generation during the time. What do you think, is this useful? Is it OP? I am currently playing with: 10 mana/cast -- Lasts 3 turns, and gives Int/4 extra ma
Heavenfall, after playing a few games today, I agree the guardians need to be adjusted. I am open to suggestions. They do take mana now per turn so you are sacrificing mana to go for early protection. Should we make them only last for a certain number of turns (10 maybe)? That way they still are of benefit but you have to maintain it. So what do people think, how should we adjust the guardians, or do yo
Hey Heavenfall, I just sat down to play and noticed that when I chose the Golem King, that he has the life spellbook. Is that intentional or should he have the Death spellbook? In any case, Lots of fun!
Highly recommend you check out impinc's mods (as well as kenata and Heavenfall), they are great!
[e digicons]\o/[/e] - Enjoy!
New version uploaded. Let me know if you have problems. I found an error in the arcane missile where I wasn't setting the damage to be a negative number, but in all my testing this was still doing damage (not healing) enemies. Let me know if anyone finds a problem with this. Clear Land & Leap have been added to the starting spells. Notes for the new spells: Clear land won't work when there are units on the ti
That's an interesting thought. I haven't tried fractions of mana. I'll see if that works.
Looks good. I'll add it to the spell. I'm close to having the 2 suggested spells done, and ready to try out. Thanks for the ideas & help.
I like them. We can call the mobility one (Hey hero come back here!!!!!) ;) . I'll start working on them and get a new build out soon. I'll also get working on the art assets. I'm not the best artist (in fact I am bad), but I'll see what I can do.
v0.10 is released I finally figured out the mana maintenance problem. You have to set a status on a city to make it stick when the target of a spell is a friendly city (which most summons are not). So I had to create a status for the city when the guardians are cast, and now it will stay as a maintained spell as we want. Let me know what you think. Otherwise I'll start working on new spells & my spell editor. :)
I can't take any credit for the model, that is all stardock, but I definitely agree that it looks cool. I'll make the changes you suggested M. Agrippa and we can try it out and see what other tweaks need to be made. Standby, I'll get something out soon (i.e. today).
New version added. Increased the cooldown on the guardian spells to 100 turns. For some reason the mana upkeep is not working on those spells. I am trying to figure it out. For now, the cooldown should help. I increased the range on the guardian/destroyer spells to 10. You can cast it from farther away, but not all the way across the map.
Yes, I can increase the range. I need to figure out how to do the one cast per game thing, but I just can't get it to work. I'll keep working on it. What would you like the range to be? I still don't think you should be able to do it from across the map, what do you think?
I believe that you have to change a tag in the custom faction if you are using the expanded faction mod: From Heavenfall: Most custom factions will be broken by this mod (unable to build basic buildings). To fix this, open up your documents\my games\elemental\race\ and edit the file with the name of your faction. You should change something into Men for kingd