abob101

abob101

Joined Member # 4285510
1 Posts 44 Replies 24,444 Reputation

[quote who="joeball123" reply="7" id="3403087"]The Lethal traits and the Executioner traits are cumulative. At Lethal III, you have +12 physical attack, not the +5 listed on the trait - you get +(3 + 4 + 5) from having Lethal I + II + III; same goes for Executioner and every other set of traits available. I certainly agree that Lethal is more useful than Executioner, but you're underselling Lethal here.[/quote] Yep my bad, was a late night when I posted that. I'm merging

8 Replies 12,991 Views

[quote who="smeagolheart" reply="4" id="3402956"]Your Assassinate sounds very similar to gambler's strike, 50% chance for triple damage.[/quote] Sorry I probably should have made it clearing in the post (will edit it now).... I'm talking about a strategic spell, like 3 or 4 tile range. [e digicons]:D[/e]

8 Replies 12,991 Views

Also, I would be interested in any feedback on these ability ideas..... 1) Sneak Attack (or similar name) Would autocast at the start of tactical battle and do damage against against a random target (before anyone moves). No idea how much damage exactly. Possibly it could also knock the victim prone and/or stun them. Most likely it could be handled as multiple abilities... so a trait to unlock the ability, then one or two subsequent abilities to make it mor

8 Replies 12,991 Views

[quote who="smeagolheart" reply="1" id="3402935"]I've found shadow shift situationally useful early-midgame to port yourself over and swap places with a spellcaster so that the rest of your team can demolish him.[/quote] Never thought of that, nasty [e digicons]:omg:[/e]

8 Replies 12,991 Views

Hi all, I am currently reworking the Assassin Path as I think it's rather boring and probably the weakest of the Paths. Just throwing some thoughts up here if anyone is interested in adding their own comments and/or ideas. Now my disclaimer is that i've only had a brief play through with the Assassin. But having said that.... The Executioner abilities seem rather underwhelming.... only useful against champions which is not all that often. And

8 Replies 12,991 Views

Hi all, Probably a bit of a longshot.... but if anyone is interested, i'm on the lookout for someone with decent "writing" skills who might be interested in fleshing out some of the descriptive stuff in my mods. I've created the Demons and Wizards summoning mod ( https://forums.elementalgame.com/446891/page/5/#3401844 ), the latest version has extra spell books, various new monsters and 25 new champions.

2 Replies 2,662 Views

[quote who="parrottmath" reply="437" id="3402903"]There is a way to accomplish this, but you are not going to like the solution.[/quote] Well that made me smile if nothing else.. [e digicons]:grin:[/e] So... i'm still (somewhat) interested though. I've never looked at maps at all. Haven't even tried the map editor. So you're saying it's possible to add a game modifier that would set a unitstat when a unit is standing

844 Replies 1,935,925 Views

The ideal thing would be if there was a way to set a unitstat when units are on a specific terrain... so if they are in a forest they have Unitstat_BG_InForest = 1. That would be awesome, but not achievable me thinks.

844 Replies 1,935,925 Views

City stuff would be better than nothing but was really hoping to find something that works in hills, forest etc. I've just been searching the files now but can't find anything that seems like it only works in certain terrain :-(

844 Replies 1,935,925 Views

[quote]Get a dragon mount like the master quest chap? Clearly they are modelled so it seems strange not to get one.[/quote] I believe you can get them in the Children of Storm mod if you're interested in trying mods, comes highly recommended: https://forums.elementalgame.com/443960/page/15/#3401576

3 Replies 7,296 Views

Note to self, tested this further and it definitely appears to be a mod folder issue. Test file here: https://dl.dropboxusercontent.com/u/100348448/Test_ResourceType.xml This file in the mod folder will generate nothing. If you put it in the core folder you get a heap of extra "test" resources that look like fruit groves and have a very obvious bright blue play icon on the cloth m

16 Replies 6,764 Views

Being lazy here because I haven't looked into it, but does anyone happen to know if it's possible to have modifiers apply depending on terrain, for example +3 attack when the battle is in a forest tile? +5 Initiative in hills, +3 defense when attacking/defending a city... that sort of thing? Thanks.

844 Replies 1,935,925 Views

Guess I should have been more specifically actually.... i'm talking about adding new wav files to be used as the sounds for goodie huts (when you click on them) and units (when they move, attack etc). I want to look at music at some point... I think it is possible to change it actually... but might dropping files in to the core area.

3 Replies 2,953 Views

Hi all, Anyone know if it is possible to add new sound fx from the mod folder? I found you can add new wav files into the core sfx directory and it works fine... but I can't seem to get it to work from the mod folder. Thanks.

3 Replies 2,953 Views

[quote who="Nightmurderer03" reply="122" id="3401725"]But to answer your question, i also think they should be celestial, just checked the tags in the wiki and the only other tag that maybe could apply instead is demons, but celestial seems more appropriate.[/quote] Cool that's what I thought thanks too! [e digicons]:beer:[/e]

349 Replies 1,270,360 Views

Question for you guys playing COS.... do you think the Dark Angel and other "evil" Angels should count as Celestial (the unit stat) ? The Angel, the Celestial Defender, the Archon and the good Angels in the summoning path will all be "Celestial". I'm just not sure about the dark ones. HF's description of Celestial from his COS wiki says this as the definition for Celestial... Beings from the upper planes and other units that may be considered particular

349 Replies 1,270,360 Views

[quote who="Heavenfall" reply="13" id="3401589"]You can include the new unitstats yourself, but I'd rather you didn't have the same file name on purpose (since that may give me problems with updating it for users later on).[/quote] Yeah makes sense, will just borrow the Celestial stat for now, will be great some stuff I have in mind. Just noticed this sort of thing crops up now and then in COS: Unit

61 Replies 389,885 Views

Seeing as we're getting AI tactical summons in the next patch (yay!), just bumping this one. Specifically, pls checkout this bit as i'm 90% it's correct: [quote who="abob101" reply="6" id="3389629"]I've done some testing.... and it seems that Summon Shadow Warg and Summon Ice Elemental do not play their SpellDefEffect particle. If you add a 1 then it starts working. So it seems (as suggested by DsRaider) that there migh

7 Replies 5,018 Views

[quote who="Victor5" reply="104" id="3396885"]On that note, could you give us an idea on how your plans of incorporating compatibility with CoS is going? I know you've been looking into it; but since I haven't seen mention of it lately, I assume the two won't be fully-compatible by the next release. [/quote] I decided to essentially skip a release and make the next release a big one rather than do a couple of smaller releases. Next release will have:

349 Replies 1,270,360 Views

OK cool. Hmmm.... you have some nifty unitstats in COS that aren't in the BG unitstats library, specifically this one: UnitStat_BG_IsCelestial and these: UnitStat_ImmuneToFear UnitStat_IgnoreMaul (as well as the changes to the spells to allow them to work). If I want to use the UnitStat_BG_IsCelestial in my mod.... and I'm trying to make it work with or without COS, i'm guessing I can just i

61 Replies 389,885 Views

[quote who="JC_LEON" reply="361" id="3401574"]ok thanks.. so I can buy all dlcs and play with them too...[/quote] Again HF will probably drop by and correct me if i'm wrong but I believe it should work fine with all 3 DLC. There may be a few very minor issues but we're talking stuff that you wouldn't even notice. [quote who="JC_LEON" reply="361" id="3401574"]why no one made a big mod in "The lord of the rings" or "Ice and fire" worlds?? it shou

544 Replies 1,100,147 Views

@HF, I notice you have classified demons (Assassin Demon, Death Demon etc) as both Elemental AND Demon. I would have thought that they were probably one or the other.... so maybe Demon and not Elemental. What was the reasoning for making them both? Is it because their base is Elemental that you figure they should also get to be Elemental? Thanks.

61 Replies 389,885 Views