kwm1800

kwm1800

Joined Last seen Member # 3127229
13 Posts 98 Replies 2,021 Reputation

I modded my game so I could summon some multiple weak elementals during the early game, and the whole game just got so much interesting for summoners. The reason we have completely lacking summoning system is that there is 1 summon per person restriction, it needs to be gone, and we need more early summon spells while also buffing late summons too.

36 Replies 38,725 Views

Some report on those bosses and beastlord's taming. First of all, I could tame those supposedly untamable bosses... And then, obviously being boss with 0/0 movement, my army gets stuck after the battle if that boss monster joins my army (thus I had to disband that unit to move on.) But the real thing is, I just could keep taming those unmovable bosses in the wild, boosting my faction's combat rating while still relatively enjoying faster clearing

856 Replies 2,045,194 Views

[quote who="Heavenfall" reply="23" id="3274711"]For some stupid reason this line Beast is preventing the modifier from working. So yeah, you were right, it won't work.[/quote] Hehehehe, so I guess I am going to file another bug report, which probably be never fixed, right? [e digicons]:\[/e]

50 Replies 48,712 Views

Hmmm, I am not sure whether my game is bugged at this point. The original code (that gives you +1 metal) does not work. I tried different way: I removed the charm modifier and just only mana drain/gain modifier. And it does not work. I am very sorry Heavenfall, but can you check this code on your own game? Maybe my game is bugged.

50 Replies 48,712 Views

[quote who="Heavenfall" reply="16" id="3274680"]Also try setting the modifier before the charmtarget modifier. Maybe there's a bug there where the unit is charmed, and thus "lost" to the game engine. If you have the modifier in front you may prevent that.[/quote] Very good call. No wonder you are amazing modder. I will try that now...

50 Replies 48,712 Views

[quote who="Heavenfall" reply="14" id="3274675"]The modifier works, I think maybe it just doesn't work like you think it does. 1) The spell costs 40 mana to cast. You see 40 mana in-game. 2) You cast the spell, it uses up 40 mana. 3) In your example, if the spell is successful, it drains target's level * -1 mana from the caster's pool [/quote] Ok I will try again. But I think this is not wor

50 Replies 48,712 Views

[quote who="Heavenfall" reply="3" id="3274596"]You can't have a dynamic cost before casting, but you can subtract the gold/influence/mana after the cast, see Singing Forge for example. [/quote] Nop, not working Still costing only 40 mana after the cast and after the battle. Maybe my coding is wrong, but I think this may not be possible. [code="xml"] Tame<

50 Replies 48,712 Views

Even tier 1 spells like Wither will become very powerful strategic spell in later stage of the game. But then, magic in general is very underpowered anyway. :P Again, it's AI problem that AI does not use strategic spell well.

4 Replies 2,636 Views

[quote who="Heavenfall" reply="3" id="3274596"]You can't have a dynamic cost before casting, but you can subtract the gold/influence/mana after the cast, see Singing Forge for example. [/quote] Thanks for the input. To clear what you said.... so, I can't do dynamic cost before casting, but I can do it later? I want to make Tame spell costing additional mana based on the level of the monsters the champion tamed after he/she successfully did so.</

50 Replies 48,712 Views

The closest related thing I can find is mana blast (which damage output being variable, not the amount needed.), which I found... non-related. I just can't find it. I was trying to make a mod for balanced *Lord professions (Beast, Bandit, and adding Elemental). What I was trying to do was that make tame/bribe spell costing mana/influence based on the target unit's level and/or HP. I guess this is yet another hard-coded one.

50 Replies 48,712 Views

Sean, I just realized I have been playing your mod with duplicated file bug (everything appears in double. double heroes, double monsters, etc), and was using wrong map file (the research rate was really low, even for epic mod). I am playing again with all of the bugs and mistakes fixed, so please ignore my previous impression.

856 Replies 2,045,194 Views

[quote who="Lord Xia" reply="32" id="3271246"]Eh, forum trogs bitch about DLC and things a large portion of players are perfectly willing and wanting to pay for. Let them put out the map packs, see how many are sold, learn from it, right or wrong, as Beth did with horse armor and we'll see. [/quote] More like most 'normal' people will just skip the DLC altogether and not bother since it is just not worth for 5 bucks, while it creates some more wh

36 Replies 48,703 Views