impinc

impinc

Joined Last seen Member # 4159051
6 Posts 145 Replies 22,920 Reputation

[quote who="Heavenfall" reply="2" id="2845868"]Actually, for techs it was discovered that you CAN have multiple prereq techs, as far as we know the only place where - if you put down two prereqs - you'll need both to proceed. However, the UI does a poor job at displaying this. You need to spend serious time on how to implement these changes so that the AI will use them.[/quote] Actually, this works in the tech tree as well. I have a couple techs in

10 Replies 3,806 Views

One thing I've discovered is the tag . If you don't add this tag (and a unique number) to the sovereign xml things work fine. However, if that sov dies in combat outside of friendly territory, the game will end. This is only supposed to happen when in enemy territory. You may want to add the ChampionID tags to all of the sovereigns in the mod, so if the sov dies in battle in neutral territory, the game doesn't end. I haven't tested it in friendly territory without that tag,

457 Replies 641,451 Views

Changelog v0.87 - Changed all levello and levelhi tags in goodiehuts (I believe this dictate when the huts get spawned, so i made it so that none show up before you can actually go there). - Changed all goodiehut rarity to 0. I'm not sure why, but I noticed all the goodiehuts in the core file have a rarity of 0

263 Replies 574,108 Views

Ok, so I've played through a couple games with 1.1, and things seem good to go. Nothing major has changed since 1.09w, so version 0.86 should be good to go for 1.1. Tomorrow I'll do a big sweep of the goodiehut file (as SD did this in the last patch or two). I'll also be adding in more magic rings/amulets.

263 Replies 574,108 Views

Alpha Changelog v0.71 (Not released yet) - [Cybermen] Prereq'd crystal production to the crystal mining tech. Didnt make sense you could increase your production, when you cant build the mine to extract said crystal. - [Dalek] Updated techs, and improvements to match 1.09w. - [Cybermen] Lowered gold requirement on some starting buildings, and the basic unit is slightly cheaper as well (beginning game was dragging because of

80 Replies 86,573 Views

1.1 comes out today. Why would they release another beta patch? I'm pretty sure everyone will get it when it's released.

26 Replies 9,643 Views

I think they'll eventually get to something like this. Well, at least different types of damage. The tags are in the XML right now (well, a couple), but I don't think they do anything yet. I've seen armor that provides defense against "Blunt Damage", but how much is unknown. I think they put the backbone for the different types of damage in the system, but it appears not to be fully functional right now. I have a feeling this is going to be an expansion addition. Although it would be sweet if

7 Replies 3,014 Views

Changelog v0.86 - Fixed description of Tend Wounds to say tend wounds instead of Distraction. - Changed all NPC units with a spawnrating of 0 to 1. Apparently, with a spawnrating of 0, the NPC starts at level 0, and never levels up.

263 Replies 574,108 Views

Changelog v0.85 - Added four more Wriath NPC recruitables - Added four more Trogs NPC recruitables - Added four more Urxen NPC recruitables - Added four more Quendar NPC recruitables - Adjusted stats for all NPCs to scale up the levels (48 Fallen NPC recruitables now. 12 of each race [6 women, 6 men] ). - Edited all current abilites which deal with percentage modifiers. This wasn't working properly, s

263 Replies 574,108 Views

This has been happening for a couple versions. I go into the cartographer's table, create a map (testing mods), select spawn no resources, and save. Then back to the main menu, hit New Game, and crash. Here's 5 dump files from me trying it many times. It seems to be the flag of spawning no resources, because there were times when I was able to create a map, then start a new game without a problem. <a href="http://dl.dropbox.com/u/8949112/3/Elemental1_09v-2010-12-13T14-0

0 Replies 1,227 Views

The purpose of this post is to help others, and myself, as far as quests are concerned, and will be a running post. I also hope the devs read through this and pop in with some info from time to time. I'm posting what modifiers/quest operations I haven't been able to get to work (even though they really should). I will update this as necessary, feel free to add any comments, suggestions, or if you know how to make something here work, speak up!</sp

2 Replies 2,640 Views

Just wanted to point out an outdated spell. In the ruin spellbook (tactical), the spell Crush Spirit affects morale, which is no longer in the game. EDIT: As does the spell RallyingCry in the Mastery Tactical spellbook. EDIT2: As does the spell Agonizing Fear in Core Abilities Tactical. EDIT3: Seeing as the ruin spellbook is no longer available, nevermind that one. Agonizing Fear I only found a monster with the ability, but still.

45 Replies 14,513 Views

[quote quoting="post"] I just started playing recently. I have some questions: 1. In the exploration tech in the adventurer tree (for kingdoms), I researched it while I had 2 cities with a border or 4 tiles from the city centre. I didn't find any new resources! Did I just get unlucky, or do I need more cities? 2. Is the maximum zone of control around my cities 5 spaces from my city centre

10 Replies 7,260 Views

[quote who="Murteas" reply="61" id="2843971"] As for the cityquestpop.xml, same results as you. I tried it so many different ways. I wonder if we have to place in on the map some how, centered on a structure or goodie hut? Frustrating. I'm sure there is a way to do this, and it would add a lot of flavor to the game.[/quote] I'm starting to think that they either shut that tag off, or changed it to something else. It's also

263 Replies 574,108 Views

I'm glad you like it. Thanks for contributing, and thank you for all of your mods. I love the expanded factions. I haven't messed around with the mounts at all, mainly because I seem to always be starting games over from scratch (mainly due to playtesting the mods), so I don't see too many mounts too often. I wish the AI would use them, it would certainly add more flavor. It looks like somewhere in this frenzy of seemingly never-ending patches that they put more recruit

263 Replies 574,108 Views

Nice job. Only thing I noticed was the Spells tag needs a / at the end of the file, and the Gamemodifier needs to be closed(also missing a / ) at line 261. I dont think either of these things break anything, but I'm not sure about the gamemodifier one.

127 Replies 198,951 Views

Alpha Changelog v0.7 - [Cybermen] Slightly raised the damage done by the Electric Shock Ability - [Cybermen] Lowered the percentage boost of the gold processing plant, and now only 1 per city - [Cybermen] Added Advanced Transmitters tech, and improvement. (Faster research) - [Cybermen] Shooting range added. This improvement is needed to train troops with rif

80 Replies 86,573 Views

[quote who="Murteas" reply="57" id="2841834"]Yes, your ranger's boot quest is exactly the type of quest I am talking about. I wonder what the ai does with that type of quest, do you know? Do they just choose at random? In any case, I'd love a "marriage quest" at or near the beginning of the game, so we can gain equal footing with the AI opponents, since they start with a spouse.[/quote] Somehow I missed this post. As far as the AI, I don't kn

263 Replies 574,108 Views

Changelog v 0.8 - Added Swamp Tomb [GoodieHut] - Added Swamp Tree [GoodieHut] - Added Frozen Tower [GoodieHut] - Added Ice Altar [GoodieHut] - Added Desert Pyramid [GoodieHut] - Added Desert Tower [GoodieHut] - Removed essence from all monsters except Sehagh - Slight tweaking of spawn ratings for goodiehuts. - Removed image files fo

263 Replies 574,108 Views