tjashen

tjashen

Joined Member # 3503845
13 Posts 115 Replies 28,404 Reputation

Quick update for this mod. First off, on the above ideas: 1-3) On the backburner for the moment 4) Making Mobility, Enchantment, Combat and Terraforming available for research. Done, although I haven't checked to see what happens if you've already picked these spell lists in the Sov creation tree. I've accomplished this by creating a new list (KeySpellBooks), which points to 'spells' that give you the associated spell lists, plus a cantrip. Th

11 Replies 29,659 Views

[quote who="Polistes" reply="16" id="2852817"]I will do LOL but seriously they need to just make a tech tree creator like the faction creator for us simpletons like me.[/quote] Agreed. If I have a choice between getting that editor first or the expansion first, though, I'm going with the expansion! Definitely put a bug in the developers ear (you sorta just did), and let them know every so often you'd like a tech tree creator. It can only make the game better!

17 Replies 16,320 Views

I think we need subforums. A LOT of people are posting here these days (which is a good thing), but this also means that things get a little cluttered... Example: The Mods forum. This should break down into at least 3 categories: WIPs and released MODs Questions, Modding tips, Modding discussion Modeling/Maps As for the General forum: <p style="padding-l

0 Replies 870 Views

Kenata deserves thanks as well, then. I'm kinda liking my 'weak training spell' idea. Tinkering with that now. Other than bumping the Int requirement through the roof, is there a 'Sovereign Only' tag for spells? No sense cluttering the Champion spell cues if I don't need to... Also, where is this spell list? BasicSpellbook I've been looking for it.

16 Replies 6,024 Views

OK, I applied the tag from the Titan's spell (the one that says 1 . That is supposed to only allow a spell to be cast once. I'm still able to lose mana points from casting it multiple times though (set cost at 1), plus the 'spell' isn't disappearing once I cast it... Edit: I tried changing the variable to OneCastPerGame. No difference...still subtracts mana every time I cast the spell. I cou

16 Replies 6,024 Views

[quote who="Polistes" reply="12" id="2852456"]I got it to work LOL guess use mods got turned off LOL how silly of me. Though the umberdroth tech is not showing... weird. I give up LOL this is way to much of a pain in the ass, I will just set my faction to use the base amarian techs. Again thanks for all the help![/quote] Don't lose faith man! You are almost there! Do check out Heavenfall's mod for ideas. He's kinda an institututio

17 Replies 16,320 Views

One way you can slow down unit production is to increase the time required for various pieces (armor, weapons, etc.) to be completed. Of course, this requires the editing of a LOT of items... 4

10 Replies 4,107 Views

I use the teleport and heal a lot when testing out combat mods. CTRL-T around the map until you find creatures to beat up on, beat up on them, CTRL-H heals you/resets your movement, CTRL-T some more... CTRL_B is nice to get buildings online immediately. It'd be nice if there was a 'Complete Current Research Immediately' option... CTRL-R learns everything at once, which isn't what I'm looking for when testing tech tree advancement...

54 Replies 62,536 Views

I'd suggest a tech that reduces the time to complete structures, or train units. This SHOULD be something that could be done via modding. example: Construction time/2. This might accomplish what you have in mind sorta kinda, without extensive recoding. Something for me to ponder once I get caught up with my own mods. Heavenfall, etc. might have an idea how to do this though!

10 Replies 4,107 Views

OK, I've done the following: 1) Created a new spell list (CoreSpells_Tomes) 2) Created a new spell to learn (KnowledgeMobility). 3) Successfully learned KnowledgeMobility via the Spellbook interface 4) Cast KnowledgeMobility. Isn't working so far, but... Edit: I saw my mistake! I copied something off of the forums here, and forgot to remove the line #'s... silly me! Result: Success!!!! I hav

16 Replies 6,024 Views

I just got it to work, with just the three files (your race file, tech tree, and techs description). Will upload momentarily. Edit: Just PM'ed you the link to a .zip folder containing the files I was able to get working ingame. I used your tech tree and race file as the base (copied from above), and simply renamed the Techs_Amarian file appropriately (with changes inside). Let me know if those work for ya. No idea what was broken, btw...

17 Replies 16,320 Views

I use notepad. I actually changed the CoreTechs.xml file for a mod (Adventure was changed to lore), which is why I have it included with my custom race. Who knows, I may be going about this the hard way. I ended up having four files for my custom race, and my race works. I am working with your code now. Give me a few...

17 Replies 16,320 Views

I think a 'grid drop' system for the resources might not be a bad idea. What I mean by this is divide the map into 12 sectors (example: on a 12x18 map these would be 3x6 'megasquares' each). Inside of each of these sectors would be a random seed (say 3 food, 1 metal, 2 materials, 1 or 2 shards, etc.). Each Sovereign would randomly start within one of these sectors. In an 11 player game (10 AI plus player), this would leave 1 sector 'unpopulated' for the Neutral. If

46 Replies 26,790 Views

I have a modified CoreTechs.xml file that looks similar to this: [code="xml"] DisplayName,Description,Image,Color,HotColor,Icon DisplayName,Description &nbsp

17 Replies 16,320 Views

This is something that occured to me recently. Why don't we have Battle Mages? These are essentially units created in a manner similar to other units, that have spell abilities? Their powers would be limited (i.e. one or two spells only), as they aren't full Channelers. Perhaps they have items their powers derive from? Example: Staff of Fire. This is War Of Magic, after all!

3 Replies 5,991 Views

I've been thinking about removing spell lists from the tech tree. My reasoning for this is probably a little simplistic - Eggheads shouldn't be telling Mages how to do their business! I've been doing a little digging into Spell Lists, and essentially they are heavily anchored into techs. Even when you choose Mobility, etc. at game start, you are essentially choosing a 'Tech', not a 'Spell Ability'. One idea I have is actually easy to implement. You learn an E

16 Replies 6,024 Views

Heavenfall, when you first replied to one of my posts a while back, initially it seemed a little negative (although I didn't 'bristle' to it publicly). I've since come to realize you aren't trying to be negative, but that some frustration of various things Elemental sometimes creeps into your wording. No worries man! I know you are a good egg! [e digicons]:thumbsup:[/e]

8 Replies 4,248 Views