abob101

abob101

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

[quote who="Auggie12" reply="17" id="3381050"]ahh reinstalling the correct version of Havok worked!!! thanks![/quote] Good one! How about a pic? Did you pretty much do it this way: https://forums.elementalgame.com/395707/page/2 ? Thanks.

21 Replies 39,769 Views

I tried this myself a while back (taking a weapon in blender and going through the process to create a hkx) and had the same outcome... looked ok in the Havok preview tool but I couldn't get it to appear in game. But, I had no idea what I was doing really. @ Auggie12 - good luck keep at it, keep us posted on your progress.

21 Replies 39,769 Views

Yeah the strategic spells Magnar used on me was pretty neat. Especially because, I was trying to be sneaky... Magnar had a large force stationed in his closest city to my border. I had an army nearby that wasn't strong enough to take him on.... but he had a second city further away (deeper into his territory) that had only a small garrison. I thought, right.... i'll do a sneaky attack, went around Magnar and his large force... and went deeper into his territory hea

17 Replies 5,078 Views

[quote who="Star Adder" reply="7" id="3379931"]Well, outposts haven't been targetted much in any of my games[/quote] Really? I've never really had an issue with that, AI always seems to be pretty reasonable at grabbing outposts (I'm only on Challenging AI). [quote who="merlinme" reply="9" id="3379941"]its use of strategic spells has gone from zero to occasionally devastating over the last few months. [/quote] Yeah from my experienc

17 Replies 5,078 Views

Well in fairness... I'm sure Brad could have the AI grab all goodie huts it comes across if that was what was deemed to be best for gameplay..... I think it is somewhat intentional in that the idea is that the AI leaves some goodie huts behind for the player to pick up late game. I believe the theory is that if the AI grabbed all the goodie huts it could, there'd be none available to the player beyond the handful near their start point. Which is fine in theory, bu

17 Replies 5,078 Views

Yeah this one never used to bother me so much.... but in a game for me just now, Resoln declared war on me.... then Ceresa and a gang of her mates charged into my territory (great so far)... then they happened to walk right on top of a goodie hut (that I had not picked up)... but hey didn't grab it :-( Then they walked off it.... wander a few squares away then wandered back over the top of it again without grabbing it, ack.

17 Replies 5,078 Views

Thanks for quick response... i'm at work so can't test at the minute... but I'm wanting this to work for a spell that can be cast by normal champions as well as the Sov.... i'm guessing FriendlyChampion would not let a normal champion cast it at the Sov, what do you think? So the outcome i'm looking for is.. for SpellX, Ceresa should be able to cast it on Craul, and Craul should be able to cast

2 Replies 2,786 Views

I happened to be looking at the code last night and noticed that some time in the last few updates they had this added: 0 Which is presumably supposed to set their wages to zero. So I guess it doesn't work if they still have wages.

5 Replies 6,353 Views

They don't *have* to be made, you could use any particle and icon you like, possibly just find something that is already existing that you could use. I highlighted the Ability_FireBreath_Icon.png above, but it is optional to change that. It would make sense to make a new particle though. I'd go into the Workshop and in the particle editor, open the existing Y_Firebreath_Particle , then modify it to give it a cold

7 Replies 6,735 Views

OK to do what you want is actually pretty easy, you just need to work out where to start and then how to find the right files to copy stuff from. Let's say you want make the cold equivalent to the Fell Dragon's Fire Breath attack. No problem... so the process would be roughly this: First go look at the Fell Dragon, the monsters are all in CoreMonsterUnitTypes.xml. Find the entry for and you see that it ha

7 Replies 6,735 Views

Hi all, I'm wondering if you guys know.... should be concerned about memory usage if I have a mod that includes a heap of new medallions and/or textures? For example if I have 50 new medallions in my mod, will they all be loaded into memory...? Likewise, if I create a heap of unit textures... will they all be loaded into memory up front? Will it cause some kind of hit to performance due to swapping to disk or something if the game runs of of RAM ? Thank

0 Replies 1,571 Views

Post the whole of your xml and a bit more info. ColdBreath Have you created a SpellDef called "ColdBreath" ?

7 Replies 6,735 Views

[quote]The summoning pool keeps things balanced, better than mana maintenance alone. [/quote] That good feedback. I think also that the AI would really struggle if it was mana only. I've tried to balance it so that the AI is unlikely to us all their mana on summons alone. Having the Summon Pool cap helps with that I hope. [quote]I like how my other heroes also have access to a few summons as they progress up the magic levels,[/quote] Thats also good

52 Replies 202,417 Views

@ Xethros - It would really make it easier if you fix up the formatting of the code you pasted in so that each tag is on it's own line, not sure what you've done there but it's really hard to read with it all wrapping like that.

844 Replies 1,935,279 Views