[quote who="Heavenfall" reply="3" id="3176802"]Beats me. Seems like a small thing to add. Maybe they don't feel it would add anything to the choices available. I don't know... I could see dual-wield being like two-handed weapons only less attack and an accuracy bonus instead (to represent "multiple attempts"). Actually it could just be the normal attack from say an axe, only you get accuracy and a little dodge as well.[/quote] I would say dual wielding would be fast
Aerion Istari
I had thought about a custom trait. Indeed, I have a number of custom items that have a trait associated with them to prevent other races from being able to use them. But having to add a trait to all weapons and armor in the game is only slightly less onerous than creating a custom tech tree. OTOH: Heaven, I was impressed with what you were able to do in Stormworld with just traits and no custom tech trees. The other side of this is, I don't want my fact
Great work Sean!! Maps are too small for additional wildlands. This is a great alternative and the perfect way to put artifact level items in the game! Couple this with the ability for lairs to automatically upgrade and we have two very nice tools for keeping the game interesting for higher level PCs!!
[quote who="Heavenfall" reply="6" id="3174358"]I use a text editor and copy paste stuff.[/quote] Ditto. I use EditPad. It has some nice formatting tools for XML including the ability to fold nodes. I find that very helpful to keep my XML well formed.
I'm brainstorming for ideas here. I'm hoping to avoid custom a tech tree because that would likely cause me to have to have an entire inventory of replacement items. What I want is to restrict my custom race from using any weapons except spears and bows and from using any armor but leather or custom chitin armor. Like I said, I'm looking for another option besides a custom tech tree. Anyone have any ideas?
[quote who="Malsqueek" reply="5" id="3156888"] The idea is to make it so that no specific item carries inherent initiative penalties, only carrying a value of weight exceeding [X Value] would add negative initiative modifiers. More realistic if you ask me.[/quote] A quarterstaff would certainly be a faster weapon than a war hammer though the difference in weight would come close to the difference in initiative. A dagger would not be substantially faster than a rapie
I've completely lost patience with the map generator.
In some ways I agree with the OP... but on the other hand, who can deny that a fencing foil would have a far faster attack than a war hammer. I have to agree that staffs are poorly implemented. A staff should be a very fast weapon (+10 initiative) and the best defensive bonus in the game. But they should be very weak against a well armored opponent - especially plate. Perhaps staffs need to have high damage (~15 attack) but have a modifier opposite of Armor
[quote who="Murteas" reply="15" id="3153457"]Yeah, most of the stuff I do is modified game art. That way it stays with the artistic theme of the game. [/quote] Me too.
Thanks!! I need to spend some time perusing the TacticalIcons folder then. There might be a few more gems in there.
I'm talking about the brown, oriental-looking tree on the Crest with the shard, bow and deer. It's perfect for a cloth map icon for a resource I'm creating.
Could I have that cool looking tree icon by itself? I have a perfect use for it!
[quote who="Heavenfall" reply="6" id="3147774"]Storm "makes sense" to me. It has higher base damage, is a damage type that practically noone is immune to and many are vulnerable to - lightning. That's incredibly important, and the reason why lightning damage is so sparse in the game. You can use it against any monster. Actually, that's probably the intent - against monsters the random nature of Storm goes away since you're mostly fighting just 1 enemy at a time. Yes, it takes 1 ex
Exactly, When you consider you can cast Flame Dart twice in the same amount of time you cast Storm once, it makes no sense to ever use Storm unless the intended target is immune to fire. And right is there ever ANY sovereign that doesn't have the Fire school? For me when rolling up a sovereign, the only decision is what other school(s) do I want to go with Fire. Any any champion I get that does have Fire or Life becomes a tank. Air used to be the only other
Why? The difference in power between a Flame Dart and a Storm isn't but a few points. Flame Dart is targeted and Storm is random, making Storm overall less useful and so justifies the additional damage. So why ALSO does Storm have to have a one-turn casting time? I no longer even use the spell unless I absolutely have to because I'm fighting something immune to fire damage and my mundane fighters REALLY need help. Waste of a good spell in my opinion
[quote who="Heavenfall" reply="1" id="3147341"]Imho, the level of items should take into account the size of the map and other relevant settings that affect the length of a game. If I'm playing on a tiny map with fast settings, my sov is never going to get above maybe level 8 unless I go out of my way to make it so. But if I'm playing on a medium map with normal settings, I usually get above level 11.[/quote] I strongly agree with Heaven. n
[quote who="Heavenfall" reply="1" id="3146970"] = http://stormworld.wikidot.com/reliquary#toc57 = http://stormworld.wikidot.com/reliquary#toc45 Can I have those? [/quote] You (and anyone else) can have all of them you want.
For those of you who might want to create some unique jewelry items, I've compiled this collection of icons of jewelry. There are 92 I think. I used Photoshop to basically change the color of the stones. Below is a sampling of them. Some of them came out better than others. Diamonds were surprisingly the hardest to do. I really like the way the bloodstones came out. They look perfect for Death Magic items. Just about every type of setting
Oh, good. I have almost finished my early-game balancing and was about to create a few of these for testing. Nice to know it will work!
Each of those crests in the game have a matching XML file. You'll need to create one for each of your custom ones.
They should be able to cascade as well. Say, every 50 to 100 turns upgrade to a higher level lair.
I found the below tag in the CoreGoodieHuts.xml. It looks interesting for modders so I thought I would share it. It appears give the ability for lairs to increase in challenge over time as the PCs gain levels. I haven't tested it yet though. Shaman's Hut
I agree that trained units need to be more relative. "One hit, one unit killed" would help a lot. In fact, that alone may be enough to balance them. The only real downside I see to that is that it would greatly increase combat time and that is no small consideration. Frogboy has said more than once that keeping tactical combat short is a major consideration and one I agree with. I think I like the idea that magic breaks that rule - at least partially. It would be
There are some spells that can only be cast on "Friendly Territory". Perhaps that could provide a clue as to how this can be accomplished. This would be an interesting mechanic to give magic more flavor.
Has anyone had any success getting spells to Proc from ranged weapons? (i.e. bows) The below GameModifier tag from Vetrar's Fist mace procs Slow when the target is struck. But I've never gotten the MeleeAppliesSpell attribute to work on a bow. Anyone figured out an alternative method or a way to make this work?