impinc

impinc

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

I'd say release 1.09u, then fix what bugs come from that, and release 1.1. I agree with most people that it still wont quite feel "finished" and polished, but I think it's MUCH better than the 1.09e release. (Both in stability and gameplay)

143 Replies 246,902 Views

Actually, a more reasonable request, Brad. How about listing and giving a breif explanation of every tag that is possible in the quest system. You have the list started in that makeing a quest part 2 thread, so i think i just needs some explanations. Such as triggerevent, how it can be city population (we can find an example in questcitypop.xml), but you also mention turn #. What's the tag for that? What other tags would be required? What other options are there for this? I guess, go with the

7 Replies 2,991 Views

Honestly, I don't like either way, but it's not like there's a better option. The only reason I suggested that way is because then the unit will actually be holding two weapons. *shrug* I'd like to know if anyone can come up with a better idea.

10 Replies 6,775 Views

Hahaha that's how I am. I can do it, and have done it, I am not good at the making it up part. How about instead of making a quest, you make a quest creator? :P

7 Replies 2,991 Views

Well, if you wanted to make a dagger combo, change where it is attached. Gfx\HKB\Weapons\F_Sword_Dagger_Basic_01.hkb Gfx\HKB\Weapons\F_Swords_Basic_Texture_01.png hand_right_Lcf &n

10 Replies 6,775 Views

[quote who="tjashen" reply="3" id="2841782"]I have a simpler problem. I was planning on examining the .xml files in detail, but you guys might be able to save me some time. I'd like to implement an item category that is 'new', i.e. doesn't apply to any 'in game' items, but that can only have one item in the slot at a time. This item doesn't need any in-game modeling necessarily (and I can do the artwork for the inventory screen), but would need to be available in both t

10 Replies 6,775 Views

Yes, you can do a 7 part quest. It will take you a while, but it's possible. As far as having different versions of the quest, I don't think so. I could be wrong on this, but I haven't seen a way yet. If you haven't already, you can check out the tut of sorts I posted a while ago about making quests here https://forums.elementalgame.com/399189 You can also look in the ACP mod for how I did the few quests that are

7 Replies 2,991 Views

You guys have given me some good ideas, thank you. [quote who="Murteas" reply="55" id="2841764"] I think this type of quest is doable now, but would be pretty involved. I think you could do several quests in a similiar vein where you have several options of how to handle the situation, and the results differ depending on how you handle it. [/quote] Have you seen the ranger's boots quest? That one took me a while, and has several options

263 Replies 574,108 Views

[quote who="Alstein" reply="8" id="2841730"] Quoting impinc, reply 6One thing I've noticed concerning specialists and improvements. It seems like a lot of the resource improvements don't require them. Which seems strange to me. You're telling me it takes not a single person to get materials from a stone quarry? Or a Timber Mill? How about those lost libraries, or arcane temples? Is this an oversight, or was it on purpose? Probably on purpose

47 Replies 128,096 Views

One thing I've noticed concerning specialists and improvements. It seems like a lot of the resource improvements don't require them. Which seems strange to me. You're telling me it takes not a single person to get materials from a stone quarry? Or a Timber Mill? How about those lost libraries, or arcane temples? Is this an oversight, or was it on purpose?

47 Replies 128,096 Views

[quote who="Murteas" reply="52" id="2841687"]Wow, between the patches and your updated mods I've been completely spoiled this week (not to mention not been able to complete a full game ). Your mod is becoming essential as far as I'm concerned. Great job![/quote] Thanks man, I'm glad you enjoy it. Any comments/suggestions? More importantly, got any ideas for quests? I'm better at getting them to work than coming up with the "story"

263 Replies 574,108 Views

Changelog v 0.75 Ok, I bumped it up a couple version because a lot had been done to the mod. I usually bump it up higher the more effort and thought I have to put into a patch. - Updated all ability descriptions to give an explanation of what they do (how they scale) - Changed name of Wound ability to Weaken. - Twe

263 Replies 574,108 Views

Changelog v0.7 - Orkenan's INT adjusted to fit with other Wraith races (it was 10, should be higher as they are the "intelligent" race) - This is the big one right now. I've rewritten the abilities so that they scale with the unit. This is how the abilities are categorized right now: Quendar Race [DEX Modifier]: <span style="font-s

263 Replies 574,108 Views

[quote who="Heavenfall" reply="1" id="2840695"]I have two questions, based on an earlier thread. 1. Are we to submit crash reports when running mods? I haven't, because it could be the mod making the game crash (which is obviously very hard for you guys to find). 2. But here's the dilemma. What if there's a crash in GENERAL related to how mods are handled, instead of a certain mod leading to a crash? It's a bit hard to specify what I mean, but it's the difference between

66 Replies 133,692 Views

Alpha Changelog v0.66 - [Dalek] Added tower of civilization. - [Cybermen] Added maintenance to more buildings (such as basic transmitter). - [Cybermen] Adjusted rifle damage values - [Cybermen] Added a slight boost to HP - [Cybermen] Fixed wild game improvement (changed to 2 gold/turn rather than 4 food). - [Cybermen] Lowered rifle store cost to 100, Raised Iron Clad Infusion, and Elementium Armor sto

80 Replies 86,571 Views

[quote who="King_Felix" reply="46" id="2839405"]Great mod![/quote] Thanks! It's appreciated. Also, I've gone through things for 1.09q, and everything seems to be good. Now that the Elemental team is in lockdown, the patches are mainly focusing on stability. Which means updating mods is a lot easier without having to worry about major gameplay changes. Woot!

263 Replies 574,108 Views

That's a good point. Blind luck? Heh. I think I'm going to start send in crash reports with mods installed. You know, this is weird. If you put any other tag in the XMLS that means nothing, nothing happens, game runs fine. Yet with manacost, the game crashes. This tells me that maybe there's still code in the game which at least tries to use it?

8 Replies 3,553 Views

[quote who="jecjackal" reply="4" id="2839471"] Quoting impinc, reply 2I've seen higher level heros without researching a single tech for it. I see NPCS whose name is "Champion". I never research the hero techs but I cannot hire the generically named champion. If I research the tech, will their name revert to who they really are and become hire-able?[/quote] No, that was a bug I believe they fixed in 1.09q.

5 Replies 2,353 Views

The war council still has the wrong prereq. It's a small thing I know, but the building which allows you to train groups of units shouldn't become available when learning the Tools Of War tech. It's one line, from Tools_Of_War_Trogs to Armies_Trogs.

102 Replies 39,610 Views