I have done some work on making the core armor different colors. Several of them are quite attractive in different colors - especially leather armor. There are several ways it can be used. You can either change the XML to make it a specific color or leave it to take the faction's colors. If I packaged it up into something easily useful, would it interest anyone?
Aerion Istari
[quote who="seanw3" reply="6" id="3187349"]I thought maybe you were selling modder style jewelry over the internets. This is so much better![/quote] Nope. Just sharing my work with others to help pay back for all the help this board has given me.
1> Seiges: I like some of what Heaven suggests in terms of building defenses. I'd be reluctant to add seiges if they slow play down too much. 2> Caves Dungeons: Isn't that what Wildlands are? Seriously though. If adding dungeons or other planes makes the map effectively larger while keeping the memory footprint smaller, I'm for it. But I agree with the comment above that it needs to be balanced. In MoM, I rarely even visited
Perhaps I just didn't hit the right combination to get it to work though it wasn't from lack of trying! Hopefully, you will figure it out.
i just took a look at the XML for some of the bows I was experimenting with and it refreshed my memory somewhat. Below is one I got to work though I don't recall for sure how well it worked. It supposedly did pierce and cold attack but I'm thinking it didn't do but one of them. (Sorry, the memory is kinda foggy as I never used this in an actual game) I think the issue has to do with the bow spell using that DefendableDamage
So basically, the higher the level of the assassin, the more he can stack poison? I like it!!
[quote who="seanw3" reply="20" id="3185359"]Bows can do alot, but you have to think of them as spells, not melee. I made that poison comment to suggest that a spell can't cause another spell. I am pretty sure you can make a bow do fire, frost, and lightning in the same shot. I can also add abilities to the unit that is using the bow. With that I can do alot more stuff. Three shots would be possible in a single turn for instance by triggering the unit gains instant action ability twice. Th
[quote who="DsRaider" reply="11" id="3184537"]lol another question. I'm trying to create a summoned monster that will respawn upon death like a champion. I have tried experimenting with Deathward and making the unit a champion but nothing seems to work. Also how do henchmen work. I don't see a tag for not respawning upon death and not getting normal traits.[/quote] You can't have a monster resummon on death but you can have a monster automatically summon at the start of ev
[quote who="seanw3" reply="9" id="3184376"]I was thinking about making some bows that do special stuff at some point. Tri-fire, freezing shot, fireball, reallly anything but poison can be put into a standard bow attack.[/quote] Unless this has been fixed in one of the more recent releases, ranged attacks are so nerfed that it's pretty hard to get a bow to do anything interesting. I have yet to figure out how to get one to proc on hit the way a sword will. The bes
I like the idea of a Beastmaster trait. The basic concept is a pet of sufficient strength to be useful is automatically summoned at the start of each combat. The pets would have some unique ability to make them a bit more than just another wolf, panther, bear or spider. Each creature type would have specific strengths. Wolves would have an average attack but a really high dodge to the point where they are almost impossible to hit. A panther would have a lightning
One technique I have used on a product I worked on was something we called, "Event_Exits". What these did was whenever a significant event occurred in processing, the code would look for the presence of a script file by a predetermined name. If one was found, it would execute it. What would be a great tool for both the DEVs and for Modders would be a similar piece of code in FE. Whenever events occur, just go out and look for an appropriate EventExit tag. I
Sorry, I had a brain fart. I momentarily forgot about your Unistat BG mod.
Actually, Heaven, I took a look at your Unitstat Lib and saw how you did it there. That suffices for my needs. What if I wanted to grant a Core ability? Such as creating a spell that permanently adds " ? Or an item that adds such an ability when equipped? Or while I'm thinking about it... is there a way to have a spell and/or goodie hut grant a specific technology?
Has anyone figured out a way to add modder defined abilities to units or race/faction in a tag via spells or items?
[quote who="seanw3" reply="7" id="3184109"] Also, quests can give research. Just copy over the game modifier from the research goodie hut into the rewards section of the quest. [/quote] This!! Most of what I've learned to do I learned from studying the game's xml files. If you want to learn to really use traits, study Heaven's mod. Traits are a really great boon to modders and Heaven has done great stuff with them. Sean has done some ama
I don't want to start a game with all the uber stuff done for me. Nor do I want to have to have multiple restarts just to get a starting area where I'm not starting at a severe disadvantage either. Having small Stamps created for reasonably balanced starting positions isn't necessarily going to decrease the challenge. I actually find the early to mid-game challenging enough even with a reasonably balanced starting location. Where I find the diffi
I think I'm inclined to agree with Heaven. I would think dual wielding would mostly be an assassin's trait.
Here is some more art I'm willing share. Anyone is free to use it but I suspect Murteas especially may find a few that would be useful . ShareArt.zip
The game is becoming Trait-centric and I think that is great!! It adds a lot of flexibility for modders and I suspect it makes life easier for the designers and programmers as well. So to my request.... I would like for all armor and weapons to do a check for a trait or traits before being allowed to be built or equipped. Traits such as "CanUseBow" or "CanUseSword" or "CanWearPlate" or "CanUseRanged" or ... In otherwords, in order to use a bow, the game would first
No. IMHO, TBS games are uniquely unsuited to multi-player.
[quote who="SilasOfBorg" reply="239" id="3177717"]To answer Brad's original question, here's my two cents. I am a huge fan of digital distribution systems, as long as they stick to game distribution (download, install, archive) and can be shut off when not performing their function. Impulse got this as close to perfect as I can imagine, to the point where I *do* leave it running because once in a while it pops up an ad that I might be intereste
I like digital distribution in general. I strongly dislike having to be logged on to a website to play a game as I don't like being tied to the web!! What if I want to play DIII on a lap-top while traveling in a car or staying in a hotel without a free internet connection? See my point? I also strongly dislike software distributors that act like THEIR game is the only game on your computer and insist on installing all this crap that resides in memory. I kn
Some months ago, Frogboy started a topic concerning the ability of archers to kite. Several solutions to the problem that did not involve nerfing archery to uselessness were suggested and apparently all were discarded. The one I favored was reducing movement points on units equipped with bows. That way they were still useful as weapons but greatly reduces the ability to kite. Limiting the range of bows would also help with the kiting. Larger tactical maps
Place superimpose a single hammer over the anvil similar to the way I did the bow on the tree in my logo.
Actually, I think dual-wielding would give a HUGE bonus to parrying!