That is a valid point you make Kantok. I will say though that these energy companies don't have to behave like "Greedy Bastards" and not care about the environment, health of employees/people living nearby all for the sake of the almighty dollar. They could produce energy and not be like that, but they don't. They're right to be demonized cause they earned it and the product they do produce is needed. We could also learn to m
Supreme Shogun
Well they said it'll be another week already. They're probably just putting the final touches on it, trying to get as much done as they can, etc.
Game seems to be coming along.
argh work gets in the way. ETA next update 3 to 4 days, hope to get one in this weekend.
I think I was seeing 4 person squads that had a combined HP of around 150-160. Fireball went from nice damage to cantrip. I'm sure I'd be even in more of a surprise if 8 men troop units were out and about. I'll have to think of something to balance it, not make it immediately super powerful but at same time give it a nice bump in damage.
That's a fine solution too, sharing the tile that is.. I don't like it that my units are pathing around other factions' to use my roads..
Screenie of ZK at the faction selection screen
Thanks much, LightofAbraxus! I may keep Fireball as is. (I've got it at 3rd Level) Pretty potent. But Delayed Blast Fireball (7th Level Wizard Spell) I'll opt to include the troop count. Harder to research, etc.. That way its not too much to early. May look at a chain lightning type spell as well that works on troop count. So Dropbox it is. I can look at making future updates with it also. Not
Dropbox test:
Hmm maybe I'll check into dropbox then.
Adding to what NJ just said, we all know a lot of magic was gutted with/when the new magic system came into play. There's like a great void of "stuff" and that's what I hope to plug in with what I started here. I definitely want to give it that D&D touch. Mostly since those groups who started their own are kind of quiet and none of which picked Forgotten Realms already. The one area I was most familiar with. Though I do look forward to seeing them
Thanks Harpo! Also, I've uploaded all my work from this weekend. It's by no means perfect, but here it is. 2 Factions for play are added, Zhentil Keep and New Phlan. Anyone remembering Pool of Radiance ? Yep. Timeline is ~~ shortly after those events. Right, also going to need to put file POR.png in the Mods/Gfx/Logos folder. If 'Logos' doesn't exist make it and toss it in there. Right. I'll get the readme straightened out on that
Pic test, uploading a screenie to Flickr, so I can post latest work. Link: http:/
This faction stuff is harder than I thought. I can make a custom faction with the faction creator IN the game. I'm not getting to pick it as a faction to play against though.
I just want to add here that calculate works in non-damage type spells like enchants. I didn't get minvalue or maxvalue to work, but I did when I used just internalname="Value" , I had a base of 10 adding to it a variable amount. Hope this helps. Happy modding.
After modding a few spells myself, new thoughts came up for more stuff I wanted to implement. * A cone area of effect, emanating out from caster. * A line area of effect, emanating out from caster. I would like to say that modders could use these with abilities too and not just spells.
Well. Perhaps I can work something out, since I'm one guy with a really ambitious project here. *puppy dog eyes* Any thoughts on doing a little work here and there for the D&D project? I can set aside time to work on a group project, sounds fun. Back on topic a little, next update will add in a couple factions I researched to add to the Forgotten Realms pack. I'm going with Zhentil Keep, and New Phlan for my first two.
Thanks for the really cool crests, Wintersong! [e digicons]:inlove:[/e]
Anyone is welcome to join me in making the Dungeons and Dragons mod. I'm slowly learning myself, and would appreciate the help. If you are interested at all please contact me. Whether its spells, items, factions, champions, or you name it. Thanks!
False Life is level 2 spell, 16 mana, 2 mana upkeep and, and duration was set to -1. Also I might add to check it, I kept mouse over HP after it increased, tool tip will tell you base hp, +% due to race or sov bonuses and + how many from False Life. Woot! [e digicons]:beer:[/e] [e digicons]:thumbsup:[/e]
Latest update, v05 , False Life adds variable hp equal to 10 + caster's intelligence bonus.
Thanks both for your advice. After some testing of my own, tried False Life with the suggestion NimbyJester said and it works! I didn't get anything out of min/max but assigning my final calculation to an internalname="value" worked.. Variable strength enchants here we come! Edit: For Clarity, Min/Max try was first. Just using "Value" was second try which worked.
I notice my peeps having to move around other faction's units in MY territory when I have roads between towns and stuff that they should be using. Instead, the units are wasting turns going around. "Rome may be that way, bud, but make sure you get off the road for any Legions. " It just doesn't make sense to me the game should handle movement like it does. Makes me want to cancel all treaties just to throw their units out. [e digicons]>:([/e] <p
[e digicons]k1[/e] . WTG! Nice guide.
Question: have you gotten an enchant spell to work with minvalue and maxvalue? Just wondering if something I did wrong or non-damage spells don't work like that. Most things like Bull's and Mage armor etc. are a fixed amount. False Life I was trying to use our formula of 10hp + intelligence modifier again. Seemed like it didn't work at all.