Yeah I figured that out after I created a new post for v.0.11. Hopefully that will be my last error in that regard. I'll try to remove that version. Thanks for the heads up.
mqpiffle
Updated to v.0.12 v.0.12: various tweaks to existsing spells including: stat reqs, mana costs, overall balance, revised spell books and associated techs / trees, added some icons / artwork This update was mostly about cleaning up the code a bit so future coding would be easier. Also tweaked the spells a bit to make them more accessible, added a new naming structure,
Yes, save up your gildar and/or add some points to Charisma.
[quote who="LightofAbraxas" reply="5" id="2898056"]Looks good, let me know if you need any help (besides playtesting). I have a bunch of spell xml just gathering dust in my hard drive that you are welcome to look at for examples or just straight-up use.[/quote] Thanks, I would love to see what you have. Right now I'm pretty well focused on the XML development of things. If you have any graphics experience that would be a great boon.
After some consideration, I realized I have set the required stats to cast some of the new spells way too high for the current system. For version .12, these stat requirements will be adjusted, and there should also be another spell book included in that update. ETA tonight or tomorrow.
Yeah, I need to go through and pull out my custom files and remove the original art files. I've just been focused on getting *something* out. When I use the mod for testing the images seem to pull just fine from the folders the way I have them set up. Please let me know if you find they don't work. EDIT: v.0.11 uploaded, removed vanilla artwork from X_Gfx folder
Additional Spell Books v.0.18 Download: Download here:<a
I see, you're not actually adjusting the attack rating of the unit.
[quote who="kenata" reply="90" id="2895745"] 2% chance of assassination (double damage) trigger I'm fairly certain I can not simply activate assassination this way. However, I have been pushing for game modifiers to be probabilistically triggered. I love the idea of casting a spell and simply having it fizzle out for no good reason. The general idea would be to have a trigger change tag for a game modifier, that says when the spell is cast, you have some X percent chance of
Maybe allow users to control colors / intensity...
[quote]Monasteries are one per city, so you couldn't build 3 of them in one city. Honestly, this building just needs to be made into a percentage improvement instead of a straight resource creator.[/quote] I agree. Why did they ever change this?
[quote who="Capn Darwin" reply="3" id="2892538"]@Light: Thanks. I hope we can get SD to help "fix" some of those issues. @Kenata: For 1) I'd like to target say 3 enemies somewhere on the map. So the spell would need mechanics to allow me to pick 3 target squares. For 2) the same as 1) except I want to select say three members of an army for a spell effect. For 3) Thats a good idea. The extra points would be hit first. For 4) I should have said speci
[quote]As for Spell Sub Classes, Here is a list of the ones present in the current xmls: -SubClass_Buff -SubClass_Debuff -SubClass_Damage -SubClass_Heal As for using this new tag, you need to place a tag , which takes one of the above list as a value, somewhere in the base level of a spell def. In most of the spells, they place this tag right after the spell class, though a couple of spells place it as the first tag, before displayname. F
The only other game I've played at all since the release of EWoM is CivV, and I haven't loaded that up in about two months now. But here I sit trying my best to mod in some sort of decent spell system for EWoM in my every free minute. I don't really play the game much right now, and if I do I use the wonderful mods which have been created. I think what I find attractive about this game lies more in the potential of the seeds that have been planted. Thi
[quote]- Tactical Immobilization - This would allow modders to do rooting effects, as well as create defensive effects which trade movement for defense. - A method to disable normal attacks while leaving counters unaffected - A game modifier for an on-hit spell trigger - This has probably been stated before, but I think it would be amazing to be able to create spells like thorns or fire shield that trigger a spell when the unit is hit in combat.[/quote] Like 'em
The civics of CivIV (and, really, starting with SMAC, afaik) help distinguish factions, and I think a similar mechanic in this game might help give the AI some personality as well as personalizing the experience for the player.
Add a new ability called block which gives a unit a % chance to completely block an incoming attack before att vs def is rolled. This ability could be added to shields.
Medium right now. I would prefer larger maps if there was more to explore quest-wise and map-wise in general. I would still only use one to three other factions even on immensely larger maps.
Change the way terrain types and categories are validated/invalidated in spelldef. Check out this thread .
So you want to implement your "Create Armor-Ripping Flesh-Eating Mars-Humanoid-Trap" spell in Tactical combat and want your creation to only be able to grow in tactical forest tiles. But adding Tactical_Forest to your spell is just not working no matter what else you try and it's giving you hypertension, constipation, and an aneurysm ... so what do you do??? Sit sown. Breathe. Have a cup of chamomile tea
How bout some modding luv? Just sayin'...
It doesn't work in tactical mode, and as far as the 'Vortex' in create vortex goes, there's not even a file called vortex.xml, so that definitely won't work.
Great job impinc. I'll d/l and give it a whirl.