Thanks for the help guys. I'll give the poisonshot ability a look today. If I can get it to work, I'll post the xml as a reference for others.
LightofAbraxas
Good ideas. Do the spells that summon weapons have a mana maintenance cost? Do they disappear when dispelled or are they one-shots? Keep it up, more spells are always good.
*Updated with new talents*
I don't want this to turn into a debate about teleport. I personally think that many of the problems would be eliminated with a significant mana cost and the spell affecting the Sovereign only, but the easy fix is to include an alternate file without teleport, which I'm completely willing to do. I understand why people don't like the mechanic. Just remind me if I forget to when it gets published. [e digicons]:grin:[/e]
And just as a reminder, Shards will no longer provide what is now Spell Focus (Formerly Elemental Mana). These will come from Sovereign traits, buildings with significant mana upkeep costs, and Wonders. That will factor into how it is incorporated into damage calculations. Keep the good ideas rollin'!
Awesome! Thank you, I'll take a read over this and update. Check back in a bit and let me know what you think? [quote]Shadow: Merge light into shadow Blindness -> Darken Sight Radiant Visage -> Eyeless Swarm Dance of Shadows -> Mantle of Shadows New Spell Dance of Shadows: +3 to Combat Speed for target unit for (1 * #shard) turns. Or 5, if that's not doable. New Spell Haze: All enemy units combat speed re
I like it. What general kinds of things does the Impartation tree include?
*Updated with initial spell distribution* Some spellbooks still need fleshing out, obviously.
I have similar issues, to be honest. My laptop has very similar specs. I'm guessing that your graphics card (like mine) has 1gb of shared and not dedicated memory, and that this is the main issue. I would also get significantly more enjoyment out of the game with better performance.
Thanks! If you have any ideas or suggestions, feel free to throw them out there. I'm currently on holiday from school, so I should have a substantial amount of time to work on this over the next few weeks. I'm certainly not a pro at modding either, but the community has been very helpful. Anyway, I have the non-elemental mana shards/shrines aspect of the mod working, and this feels like a substantial improvement to the game already (ymmv). Next up is t
[quote]Bingo!!! SD was never ever going to have a real chance of creating a real spiritual successor to MOM , anyone who wants that will be disappointed even after 2 expansions I bet.[/quote] I think that there's something that needs to be pointed out here. The lead designer (Kael) on all the post-1.1 content is actually very very good. If you haven't played Fall from Heaven 2, you should really do yourself a favor and do so. The areas in which Elemental falls short were very goo
Thanks guys. For example, a spell that deals 2*N damage per round where N is the number of rounds it has been applied. Duration Int/5 (or something similar). I'll take a look at multiple round effects and play around a bit.
Hey all, I'm curious if it's possible to apply damage over multiple rounds with a spell, doing a Calculate operation each round. I haven't come across code that does this in any of the v1.1 spells. Anyone have any ideas about this?
*Updated with 2 spell books* Hey all. The EMM is a section of a larger mod I've been working for a little while now. It started out as a personal mod to change some aspects of the game that I wasn't crazy about, and the game's magic system was one of those. But... it's grown in scope enough to where I thought I'd release it to the public when I finish. It's still in development, as you can see, but I thought I'd go ahead and post the notes online, in case anyone
Features: Ten schools of magic with a unique strengths and weaknesses. Intuition <s
Solution, because I'm in the holiday spirit: 1) Create an XML file in in your mydocuments/games/elemental/mods directory. 2)Paste the following into that file: DisplayName,BonusUnits D
Third update: I removed the CoreShards file from the data/English directory and the shards did indeed load correctly. So, the TileDesign tag is treated like GameModifier tags in that they are both loaded and used by the program. Just a little info for anyone that is interested.
Alright, just a quick update. When placing shards with a custom tile design in the map maker (and presumably when they are spawned in-game), the game seems to alternate between the standard design and custom design. So, it's not that some of the shards are referencing one and the rest the other, but that the tile design is selected at random between all of the designs loaded into the game at start up. I'm guessing that this is related to the problem with game modifier tags being added
Ok, the results of this test were very strange. I went through the xml and put a unique tile design in for each of the entries. I tried placing the entire set of 14 in the map editor in two groups. For the first group, 2/14 took the custom tile. For the second group, 5/14 took the custom tile. So... I can't really make sense of it. When I've started actual games with the xml in the mods folder, all shards seem to display the modified names, medallions, and des
Hey guys. I've modified the CoreShards XML to produce "Mana Shards" rather than Elemental Shards... a necessary step for expanding the magic system of the game. Unfortunately, since we can't control how shards spawn, I'm attempting to edit all of the elemental shards individually (thanks, kenata!). I thought that I had all of the shards referencing the same set of tile designs (the Air Shard type) until I started editing the medallion pictures. But, I may have just not encountered the problem
[quote]Yes. Yes we do want this. This is what makes creating your own faction fun. It also adds more layers to the strategic depth of the game.[/quote] I don't disagree with you completely. But since this is trivial to modify, the developers' time could be better spent elsewhere at this point.
Listen. Guys. Making this trait cost 0 points is so easy, it's not even funny. Yes, it would be nice if it had a bigger in-game effect, but you could say the same about almost all of the traits.
[quote who="Aeon221" reply="21" id="2849359"]Yeah, instead I got a real degree. How's that waiting tables thing working out for you history majors? [/quote] Easy now. I wasn't a history major, FYI. I was simply making the point that the vast majority of societies through history have fielded all-male armies. There was probably a reason for that. Then again, you might know something that they didn't- really not for me to say.
[quote] Any country that chooses not to arm women out of some sense of obligation to being douchebags is going to do with a military capable force that's roughly half as large as the available pool of a group that is willing to put their women on the line. Equality. It makes sense. [/quote] I'm guessing that you probably weren't a history major in college.
[quote]Honestly, one of the sovereigns' children should take over the rule of the kingdom/empire. If there are no children, the empire/kingdom should be split up into independent cities.[/quote] I feel like this should be the bare minimum. A more complex inheritance system would still be preferable for me, though. Diplomatic strategy is way weak, imho.