Icecrown

[Icecrown Mod] - Tactical spell particle remake - UPDATE : Now support 1.08 (Link&Video)

[Icecrown Mod] - Tactical spell particle remake - UPDATE : Now support 1.08 (Link&Video)

UPDATE : New version with 1.08 compatibiliy, remember to delete all the old file, because i have renamed all the file (it was such a mess before) and they won't overwrite the old one

 

DOWNLOAD : http://www.filefront.com/17302498/Icecrown's Mod Update-1.08.rar

 

VIDEO :     

Fire Spells -  http://www.youtube.com/watch?v=3I-AwWvyqTY 

Water Spells  -  http://www.youtube.com/watch?v=I1DMnBkGkfc

Air Spells - http://www.youtube.com/watch?v=r_KPHqrCILs

Earth Spells - http://www.youtube.com/watch?v=cgcrukVO7WY

 

INSTALLATION : as always just put all the files in the "elemental/mods" folder, remember, you need to start a new game or the mod will not work

 

 

319,188 views 121 replies
Reply #26 Top

Now that's what I'm talking about! +1!

Reply #27 Top

Excellent spell effects man. They look real atmospheric.

Reply #28 Top

simply beautiful!  i love it.  you should have a go at making your own spells, i would like to see what you come up with.  question tho, is it possible to add stuff to the battlefield that will stay? an example would be a spell that creates a stone wall that is impassible terrain.  or perhaps a spell that makes something on the ground that you can park a unit in and give it better defense or a special ability?  just wondering at how far its possible to take these spells.

Reply #29 Top

Hey there Icecrown,

I've been playing lots with this mod this weekend, and have a few comments :) Most of the effects, especially the higher level spells, go on for a bit long. The game doesn't let you do anything until the particle effect plays fully, so with a lot of casting often you have to wait an extra second or so each spellcast without anything really happening - for example, Melting Touch waits for the ground to change color back to normal from burned. This happens after the effect plays, and delays next actions even though it's not really essential and you pretty much have to look at it to notice.

Sandcrawler Shaman uses a Fireball ability, which does not actually use your particle effect. It still has the old one. The Fire Giant is also using Fire spells and could use some love.

On foot, there are 3 different casting animations for the Sovereign/Channeler models, and only the first one includes your casting/travel effects. Mounted, there's only 1 animation and does not include your casting/travel effects. Very noticeable with Fireball. Mounted and with 2 of the 3 castings on foot, the only effect that plays is the target tile hit, not the cast or projectile travel.

The effects themselves look awesome, though. Can't wait for more of your stuff :)

 

Reply #30 Top

question tho, is it possible to add stuff to the battlefield that will stay? an example would be a spell that creates a stone wall that is impassible terrain.

There are already several spells in the default spellbooks that create impassable terrain on the tactical map for x number of turns. There are falling rocks, vortexes. Some spells (Titan's Breath) can push people around, and others just randomly (or non-randomly) teleport units around.

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Reply #31 Top

Quoting Annatar11, reply 29
Hey there Icecrown,

I've been playing lots with this mod this weekend, and have a few comments Most of the effects, especially the higher level spells, go on for a bit long. The game doesn't let you do anything until the particle effect plays fully, so with a lot of casting often you have to wait an extra second or so each spellcast without anything really happening - for example, Melting Touch waits for the ground to change color back to normal from burned. This happens after the effect plays, and delays next actions even though it's not really essential and you pretty much have to look at it to notice.

Sandcrawler Shaman uses a Fireball ability, which does not actually use your particle effect. It still has the old one. The Fire Giant is also using Fire spells and could use some love.

On foot, there are 3 different casting animations for the Sovereign/Channeler models, and only the first one includes your casting/travel effects. Mounted, there's only 1 animation and does not include your casting/travel effects. Very noticeable with Fireball. Mounted and with 2 of the 3 castings on foot, the only effect that plays is the target tile hit, not the cast or projectile travel.

The effects themselves look awesome, though. Can't wait for more of your stuff

 

for the effect taking too long, i may try to make them a little faster so you don't have to wait that much; the shaman do not use it because i have only modded the "playable" spell, but it will be easy to make him cast it instead of the original fireball; and for the casting animation, ye i have also noticed that problem but i don't know how to fix it right now :(

i will also try to make the terrain change permanently after some spell are casted (it seem possible looking from other spell) and see what i can do :P

 

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Reply #32 Top

Fantastic :) those remade spells looks amazing. Moders RULEZ! :)

Reply #34 Top

Quoting Baleurion, reply 24
Whats the difference between putting it in the elemental/mods folder as opposed to the mydocuments/mygames/elemental/effects folder?
Seems to work for me, but i'd like to know the difference.

ye both of them work, the only real difference is that the mods folder have the priority over the effects folder so you if you have a file with the same name in both of them, the one on the mods folder will be loaded :)

 

Reply #35 Top

A bit late ,but awesome !

Reply #36 Top

Very cool spell effects.  Do you have this mod uploaded anywhere else, as the MegaUploads site is saying it's unavailble.

Reply #37 Top

It's too bad we can't get persistent terrain scarring.
You could probably pull this off (on the main map, at least) by throwing a "PlaceEnvironment" map gamemodifier into the spell that changes the landscape to 'dead'.

I dont think that would work in tactical atm.

Reply #38 Top

Quoting JWConner, reply 36
Very cool spell effects.  Do you have this mod uploaded anywhere else, as the MegaUploads site is saying it's unavailble.

is working now, if that happen again just wait a little ;)

Quoting BoogieBac, reply 37

It's too bad we can't get persistent terrain scarring. You could probably pull this off (on the main map, at least) by throwing a "PlaceEnvironment" map gamemodifier into the spell that changes the landscape to 'dead'.
I dont think that would work in tactical atm.

yep, i managed to make it into the main map(i checked the code of the blizzard spell), but as you said it seem like that do not work on the tactical map, but maybe there is some workaround

Reply #39 Top

Icecrown : in the cauldron I didn't find what was the purpose of the speed option in the emitter's sets. It's the only thing I can't figure out, and I would need it for my tutorial (and what do you think of it ?)

Reply #40 Top

As of 5:20pm EST still getting the following message when trying to download: The file you are trying to access is temporarily unavailable.

 

Reply #41 Top

I am getting the download error as well. Box.net has a pretty solid file hosting option for free that is easy to setup.

Reply #43 Top

Quoting BoogieBac, reply 37

It's too bad we can't get persistent terrain scarring. You could probably pull this off (on the main map, at least) by throwing a "PlaceEnvironment" map gamemodifier into the spell that changes the landscape to 'dead'.

I dont think that would work in tactical atm.

 

How the spell that places rocks with 100hp on the tactical map works then ? Because rocks are kinda persistent ....

Reply #44 Top

Been trying to use this (and a few other mods) and am having a hard time,  I downloaded it extracted the files and put them in

C:\Program Files\Stardock Games\Elemental\Mods   There was no \Mods folder so I believe I was supposed to make it?  Anyway I think some mods have worked because it seems some champions are starting at 3.0 movement points (and not just the adventurers.  Some champions also have a "crushing blow" ability), but a fireball spell mod is not working as I still have the original animation. 

 

1.  Have I put the xml files in the correct folder

2.  Is there a way to verify that the mods are installed.

 

Thx.

 

  -Axis

Reply #45 Top

Wow amazing, keep it up man! WE LOVE YOUR WORK! k6 5*

Reply #47 Top

Quoting vieuxchat, reply 39
Icecrown : in the cauldron I didn't find what was the purpose of the speed option in the emitter's sets. It's the only thing I can't figure out, and I would need it for my tutorial (and what do you think of it ?)

you need to set a direction for your emitter (ie set direction y = 1.00) than you can adjust how fast he travel along that axis with speed option :)

for the file problem, i will put it somewhere else later today (got no time right now), thats strange anyway i have never had any real problem with megaupload before

for Axis1354 as gwizz said you always need to start a new game for a mod to take effect ;)

Reply #48 Top

yep I had been starting new games.  Apparently though I forgot to "enable mods" in the options menu. 

A quick question:  Do I really need to put this mods files in ...\Elemental\Mods\Effects  or can all the files just be lumped into the \Elemental\Mods folder?

Thx

-Axis

Reply #49 Top

Quoting Axis1354, reply 48

yep I had been starting new games.  Apparently though I forgot to "enable mods" in the options menu. 

A quick question:  Do I really need to put this mods files in ...\Elemental\Mods\Effects  or can all the files just be lumped into the \Elemental\Mods folder?

Thx

-Axis


just put all of them in the "mods" folder :)

Reply #50 Top

Need a re-upload, Icecrown! The link isn't working, I keep getting "The file you are trying to access is temporarily unavailable."