abob101

abob101

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

[quote who="joeball123" reply="13" id="3483587"] True, but that's an issue of Fast (2) + Impulsive (2) + Aura of Grace (1 to 6) + swords/spears (0 to 4) + non-plate armors (-2 or 0). Fast is just the tip of the iceberg there. [/quote] [quote who="joeball123" reply="13" id="3483587"] For what it's worth, I feel that altering Fast changes the wrong side of the initiative problem. [/quote] Yep I think you make good points. I'd still probably

14 Replies 32,741 Views

[quote who="rossanderson48" reply="62" id="3483843"] not a good mod when one has to delete something core about the game. Sounds good but I ain't deleting nothing ever that is core to the game. I'll wait for Froggy to update the ai. [/quote] That's fair enough and in principle modding entirely from the mod folder is the way to go. But the problem there is that certain things are not possible to mod without touching the core folder. It's complete

81 Replies 299,739 Views

[quote who="joeball123" reply="11" id="3483292"] Personally, I think I'd sooner see it have a drawback like -10 accuracy than have it be cheaper with a lower bonus. [/quote] I tend to agree in principle, I just think it's too easy to stack init bonuses currently. Another option would be to split it into 2 abilities... something like this maybe... Fast (+1 Init), cost 10 Twitchy (+1 Init, -10 Accuracy), cost 5 [quote

14 Replies 32,741 Views

[quote who="davrovana" reply="28" id="3483301"] Anyone heard from brich1212 lately? [/quote] No - I msged him a while back about the ranger path and didn't hear anything back from him.

30 Replies 97,269 Views

Good feedback all thanks, picked up a couple of uses for things there that I hadn't really thought of. Fast just has to be tweaked I think, if it was less obvious it would bring a lot of other stuff more into play. Like if it was only +1 Init and say 10 production, straight away it wouldn't be quite a much of a no brainer. [quote who="cardinaldirection" reply="3" id="3483120"] Good post joeball. Thank you. So many of

14 Replies 32,741 Views

[quote]One little thing that would fix them though is to just take all the traits like Immune to Criticals, Immune to Poison, and Vulnerable to Lightning and either add them together into one Golem trait or just add them to the basic unit. This would allow us to give Golems more then a single unit design trait and make them much better and unique. [/quote] @DsRaider - this is a great idea, i've stolen it to be included in the next D&W version. [e digicons]:-"

23 Replies 98,415 Views

Hi all, I'm working on some unit designs and i've come to a couple of conclusions: 1) I suspect i'm actually not good at effective unit design 2) I tend to reach for the same design traits a lot (and there's some I just never seem to use) So I'm wondering what you guys who play more than me think are the best and worst of the traits, which ones do you reach for all the time and which are worthless....? Not counting the

14 Replies 32,741 Views

Great thanks for posting the changes to the syntax across the versions. Shame it doesn't show up under the Unit Details.. I want to use this approach for some stuff, would be nice to know it's working without having to go and actually test everything each time to see the effect. But that's cool if it works i'll just cope paste and hope I don't stuff it up.

18 Replies 22,828 Views

I don't get it, is this supposed to show on the units attributes, like in the Unit Details window? Because it looks like it does nothing... if you give a champion the Master Archer trait, then equip a bow, it doesn't change their critical chance according to the Unit Details window. So does it work, and it just doesn't show the change in stat? I'm guessing based on what Kael said (" it still isn't calculated until the attack happens")&nbsp

18 Replies 22,828 Views

[quote who="DsRaider" reply="1" id="3480807"] Take a look at the military policy section in CoreAIDefs.xml [/quote] OK thanks looking at it now, also taking a look at what you've got in B&M. I notice you don't say to move that AI Def stuff to the core folder.... does that all work ok from the mod folder then ? Edit -> Next game i'm going to drop your AI Def's into my mod folder and try it... should work ok just using that file? Loo

3 Replies 4,065 Views

[quote who="Hellions" reply="77" id="3480734"] Please chime in whenever! Speaking of Demons and Wizards, from the tantalizing preview screenshots you posted, I presume there will be new custom unit model types in the next update? If it's a yes, I'm standing ready to add them to BMB, of course. [/quote] Yep there's a heap of them (16). I'm keen to get BMB compatibility sorted so as soon as i've got a release version of the next D&W (not lo

101 Replies 550,852 Views

Hi all, I know DSRaider has done work on this, not sure if anyone else has mucked about with it.... I'm finding the AI has a tendency to spew out cheap units, rather than go for the higher quality ones. In my mod that i'm currently testing i've got a few units that are similar to slaves, i.e. they are cheap cannon fodder and cost no maintenance. The AI seems to love them and churns them out like hot cakes. That's fine for an early game strat

3 Replies 4,065 Views

Yeah that's what I though might have happened (DLC04). Seems like a mistake, they made all the butcherman stuff usable, applied the skeleton model type to all the butcherman clothes and the left the hair blank. Thanks

3 Replies 13,943 Views

Can someone confirm if they get Butcherman Hair as a design option for all races when creating a new Sov ? Or have I stuffed something up here on my local copy.... Thanks. [e digicons]:grin:[/e]

3 Replies 13,943 Views

[quote who="Hellions" reply="73" id="3480561"] I'm still undecided on that one. While there might be one or two items which scream "class restriction", I'm not sold on the idea of limiting access to already existing ones. [/quote] Same here. [quote who="Hellions" reply="73" id="3480561"] And answering your question with another, would you like more items with class restrictions? [/quote] Well to chime in for what it's worth, no. I&

101 Replies 550,852 Views

I think this is really crap don't get me wrong... but how often does it actually occur? I guess the theory is that if it only comes up ones in a blue moon... then there's probably higher priority issues that need developer time. I think i've had it happen to me like once ever. So yeah it sucks but there's probably lots of other things i'd rather see fixed first. Just looking at it from both sides or whatever.

17 Replies 17,995 Views

[quote who="UnleashedElf" reply="744" id="3480496"] It's interesting to note that Ascian does not have a unit model type at all. [/quote] Well that's intentional really, because not having a model type is what prevents him (her?) bear able to wear stuff etc. Having no model type is pretty much the same as have NothingModelType .

844 Replies 1,930,613 Views

[quote who="GFireflyE" reply="50" id="3480283"] It's a result of the existing hero system. The higher level heroes are pre-designed with classes already selected. So, none of those heroes will be able to be a Paladin, or Ranger, or Gravelord, etc. One solution is to just design more heroes. Another could be to cast a 'summon hero' spell (like in MoM). [/quote] OK I see. Personally I think that if modders create a new cla

93 Replies 334,951 Views

[quote who="GFireflyE" reply="39" id="3480130"]One thing I've noticed: When modded classes are added to the game, once you've received your first and second heroes there is no further chance for you to select the modded classes to advance in. Could there be a way to 'hire a hero', perhaps at the consumption of Fame instead of just reaching a threshold?[/quote] Can you explain this.... I don't get what you mean?

93 Replies 334,951 Views