I agree that this would work, though I have no idea how difficult it would be to implement. Its a pretty useful system for the DM though- it makes running a battle and keeping it from devolving into a rush kill situation (it helps that 4th edition is more closely tied to a map vs. previous editions) much simpler. It also gives you some insight into monster behavior and design by using the role as a rough template. After all, a brute behaves much differently than a controler.
crystlshake
I like the hurricane and wind storm spells, they could really change the way a battle runs. Combo's really well with the Wind shield. They would work really well for a melee focused infantry, and depending on cost for casting and sustaining could feature as a pivotal part of a war strategy.
They have been doing memory use improvements in the patches. It might also be a change to the base code for FE that will improve performance that can't be done with a patch to WoM. Im not really very familiar with memory usage other than a J++ or C++ project I coded in college that had a memory leak that froze the pc after so many turns (it was working with putting images to a staging area and refreshing the screen to match it). My guess is that there may be some coding
Personally I've never played MoM. The angle I was interested in was the 'fantasy civ type game', since I liked the fantasy mods for civ4 (and had enjoyed some gal civ by the time I purchaed WoM). On the same note- I had purchased Gal Civ2 because I liked the space retool on civ4. The aspect that I like the most (in both games) is the ability to customize your units and factions, even if I don't mess with it all the time. For example on Gal Civ2 I create
Id like to see a some spells/abilities that involve moving the unit hit and/or the unit using it. Disgaea had this and it opened up some interesting situations since you were able to target friends of foes with all of your attacks (though the effect of the attack being damage was usually targeted at enemies). For example there is a 'cut thru' type attack with a sword equiped that has an attack zone three spaces long and one wide in the direction of your choice, with a 4th
For the healing one you could have it do 1+1% or whatever so it would always do some healing. If it doesnt keep track of partial numbers the 1% would be 1 HP of 100 total. You could test it by bumping it up to 25% and then adjust it down from there to 5% or 10% (which would be a 1:10 ratio). (Im just going off of the forum posts as I haven't gotten it downloaded to my pc yet)
I haven't messed with monster files before, but if it can be done with adjustments to the base xml file a guide pointing out the key parts of the file to get a given effect (like range of values for scale) would work just as well. A graphic user interface would make monster customization easier on the average user but is something that I would put as low priority. I think one of the mods has some new monsters in it- and I know heavenfall has created/ or is working on some custom uni
I figure about 3 hits with a longsword against an unarmored opponent (without criticals) is about right. With champions and other units adjusted acordingly with more like midboss to boss level hp (probably x2 or so), or special cases that are equivalent or more fragile than the base unit but much stronger or have a really good ability to make up for it. If you compare the spell damage to the weapon damage it should be in the same range generally except where you wan
[quote]Downpour: Extinguishes enflamed units and increases resistance to fire based spells/attacks by 50% while maintained. [/quote] I prefer it to be more along these lines combined with the visability drop previously mentioned. That way its more of a bonus effect vs. a specific counter and allows the spell to be usefull in more situations. It could also start a global tug of war with the sustained effects like drought vs. rain vs. sandstorm vs. tailwind/headwind.
There could be a unit keyword ability or a spell that could work to negate certain debuffs or effects. For example a night vision ability could prevent the unit from loosing accuracy, or farsight to prevent range reduction. Antivenom could prevent a unit from being poisoned (or increase their resistance to it), or noxious could make it so poison damage heals the unit. There could also be some that are a double edged sword such as fire immunity which makes the unit completely immune to a
I had a thought regarding the spider summon portal example, and spells that opperate simillarly. Have a % chance per turn that it would spawn a creature but on turns where it doesn't spawn a creature it makes the next creature summoned stronger. For example some spiderlings on first turn, next turn doesnt spawn anything, next turn spawns either a stronger creature like the black widow or a higher level one (ie lvl2 spiderlings). You could have it kick out a few extra on
I like the ele-mantle 'group' of spells. The art is iconic and they have a nice variation in effects. The nature cloak is able to increase defense against damage types which looks interesting and shows some great potential for making buffs and debuffs, such as traking -3 to water spell resist (take more damage) and +3 to fire spell resist (take less damage). Could damage/to hit be modified by the type of creature attacking? Could a spell eff
Is mana blast set to a fixed cost or does it take say 3/10 of your mana when you cast it (ie being more than a 1 to 1 ratio of cost vs. damage dealt). We wouldn't want it to be able to one-shot bosses or something it would make them completely anti-climatic, perhaps the cost to damage ratio increases beyond a certain point or with a popup choice? Otherwise there could be a monster trait that prevents or minimizes damage beyond a certain % of total health threshold. &nb
I like that there are some area denial type effects, though I think there could be more for both tactical and strategic. Currently that is what mountains can be used for, being able to make other difficult terrain or a cost/benefitt choice such as slower movement or damage to go thru a tile would help beef up the options. Or being able drop a wall or movement altering areas in tactical to change unit movement options. The control type spells of the 4th edition AD&D for t
I'll start work on the death legion city cores next. I've got a few sketches and ideas, we'll see how they turn out once they hit the editor.
I've sent along the rest of the Death Legion improvement tiles. I'll see what I can cook up for the city cores.
I've gotten my other 4 base buildings done. I'll send them along hopefully this week. I'll verify the fixed height stuff is right. I may have already done so. I have to check to see if I saved a copy of the custom fire effect in my email. I used it on a couple of the buildings, prominently on the monument, otherwise I'll need to remake it. It was mostly a pallet swap of one of the ingame effects though so should be doable without too much wor
[quote who="Das123" reply="41" id="2964109"]One really really easy adjustment they could make to help the races would be to add ambient sounds to specific races. I'm surprised at how little attention has been given to this aspect of the game. Whether it is ethereal type sounds for wraiths or drums for trogs it would add enormously to the experience. Sound in WoM has not just been put in the back seat - it has entirely missed the bus. [/quote] Depending on how the existing mus
I suppose it might come down to which AI he would be working with. It might be something that can be applied to both games (such as tactical) if the parts its using aren't going to work much differently. Auto resolve or creature AI might be good examples if the related combat elements are compatible and locked in form. Pathing or development styles for the civilizations are also options that may be universally applied to both games.
For some of the things in game they could even have it pick one set of lore at world generation. You could have a couple different origin stories or groups of info that may or may not be contradictory between groups that the game would choose for the given element. So say darklings are damaged survivors of the cataclysm in one game and in anouther they are outcast scavengers. These different lore/backgrounds could be tied into how the ai makes them behave. So the scavengers
[quote]Really emphasizing the return of civilization to your lands would be a nice touch as well. Signs of human activity like little cottages popping up or hunter's cabins would be fantastic.[/quote] An alternate method to do this would be to trigger changes at city levelup. Say the radius of change is 2 tiles smaller than the cities zone of control. Then the tiles in that radius could be checked- if they contain an improvement tile (building, resource, housing, etc)
[quote who="Phylast57" reply="35" id="2961587"] Hmm..I haven't played in awhile either. Forgive the newb question, but how do I get non-beta? Is there an option to click in Impulse? Oh yes, and why would that option be better? Thanks Phy [/quote] Updates via Impulse are non-beta by default. There is an option in Impulse that can be toggled to make beta releases available as an update. The reason to avoid the beta would
I had the same issue when trying to install the game on my new pc (running vista). I'd tried it a few times without success- it failed at the same point each time. It looked like it was trying to launch the windows installer at the point it failed. I'd also tried turning off security settings and firewalls with no success. I ended up doing an install from impulse (which id had on the system already from gal civ 2). If you have registered your copy, you
[quote who="BoogieBac" reply="9" id="2957862"] Our Tech isn't quite there yet, but eventually that's what we want....maybe Expansion 2 [/quote] Would you be able to use it in conjunction with the ingame models? Say having three layers background, character/object and foreground (where the scene would be the bilge, with the character snapshot from their unit card or a directed pose, and the vines in the foreground. Like a small stage performanc
It could also be set up thru traits on faction creation. Something like the tarth example that would be applied to all units of a faction, if its a trait, should probably be part of the faction creation (equivalent of a racial bonus in D&D). It should also be something that can be seen at a foreign relations screen once the player has contact with the faction. For traits on units there should be an indicator on the unit portrait (such as a star) with a number to show h