Badday2

Badday2

Joined Member # 4532117
0 Posts 1 Replies 3,416 Reputation

I'm thinking of a "circle-casting" style trait for trained mages that would amplify the effect of their cast spells (not staff blasts, as that's inherintly boosted by larger formations, of course) based on the current size of their formation. So a 6-mage group could cast stronger spells than a 5-mage group, and so on. I can't think of any existing examples of such functionality... Anyone already invented this wheel, by chance? Or at least ruled it out given current tech?</

4 Replies 5,704 Views

I'm clearly having one of those days; i can't find the file that contains the trained unit templates. I've edited the base units so that when i go into the editor to create a new unit, i see my changes, but my changes are not reflected in the base templates that come with the game (the ones that you can hide but can't delete, and the AI will still use). Where do i find these templates?

2 Replies 3,177 Views

In my experience so far, it reads the mod file version of the object in *addition* to the core version. So, you can insert additional modifiers, or overwrite settings that can't 'stack', but for settings that DO 'stack', you cannot remove them via mod files. Which is why i'm having this specific problem. So, for example, if i don't want a given champion to show up as selectable in-game, i can overwrite their Allegiance to 'null' (something invalid)

3 Replies 3,960 Views

So, replacing traits/spells/heroes while still using the mod system (as opposed to overwriting core files) has been doable so far, but i've run into a problem. I want to add slightly more granular size category traits (5 levels, Small to Colossal) that also scale very differently than existing traits (to up monster difficulty across the board) and when it comes to mobs that do not already HAVE a size trait (Large, Monstrous) then this is perfectly fine, as they can

3 Replies 3,960 Views

From what i can tell, the Master Archer trait gives +25 crit regardless of the weapon equipped (should just give teh bonus when a bow is equipped). Possible it's just a display error with the stats, i didn't thoroughly test to see if the bonus was actually applied in combat. Tested this first when trying to make custom traits using the same logic, then by using Listrid and her Master Archer trait (which i have not modified).

0 Replies 7,357 Views

I am SUPER-pumped for this! :D *throws money at the screen* Take it! Take it all! This is easily one of my favorite, most-played games. Lately I've been getting back into modding it, and my head is *swimming* with the possibilities this change will allow. I can't WAIT to start messing with it! Hey, while I'm here: How 'bout a RangedAppliedSpell? :D I was looking for that earlier today, and couldn't find something to fit that bi

24 Replies 151,979 Views

Regarding Energy Absorption Armor and Adaptive Forcefield, why not just swap the two (in addition to making AF passive)? Lore wise it makes more sense. Armor improvements seem more fitting for TEC and shield advancments make more sense coming from Advent. Gameplay mechanics-wise, EAA plays to the Kol's strengths (making good armor better, synergizes extremely well with Kol's serious AM burn-rate) and AF plays to the Radiance's (flat DR better protects it relatively

50 Replies 211,348 Views

I was looking at the Particle Forge today and thought i'd edit the default Furious Defense visual to better fit the Fed titan in this mod. :) I figure it'd be a decent placeholder until a new effect is made, or new abilities replace the default ones. What it looks like: http://imgur.com/7zpXtU1 Can get it here: http://www.filedropper.com/fedtit

107 Replies 419,095 Views

Considering this is an early-stage release of this mod, it's outstanding! I'm one of the folks who don't mind some of the liberties taken with traditional star trek lore (and it's ok if you're not! There's fantastic mods to accommodate both camps between this and SoA2). I love that this has Titans. :P I'm pretty excited to see future releases of this mod. I really like how you guys handled hero un

107 Replies 419,095 Views

From the perspective of someone who's never played a Halo game: Guys, this mod is gorgeous. The ships look better than the ones in the stock game. I love your visual effects for things like phase-node traveling, missiles, and the plasma gun. It's a feast for the eyes. I'm used to the Sins style of play (which most mods I've played tend to emulate) in which combat is pretty slow, and ships can trade a ridiculous amount of volleys be

46 Replies 162,050 Views

Thanks a lot, abob101. That's exactly what i needed. Reading that thread, it seems there's a bit of a morass for modders to have to navigate. I've bookmarked it so i can refer to that list again in the future. :)

3 Replies 3,687 Views

Hey guys, Brand-new to FE/LH modding. I'm looking to change the prerequisite trait for a bunch of spells (like, say, Gift of Iron from Geomancy to Earth4, that kind of thing). Can this be done, and if so, where do i need to look? I saw this section in CoreSpells that i thought was it: [code="xml"] AbilityBonusOption &nbs

3 Replies 3,687 Views

This mod looks extremely well done. I've never played any of the Halo franchise, but just looking at these screens makes me want to. I'd love to see it in action, but when I tried ~2 weeks ago, the game would crash on load. Perhaps I'm doing something wrong? I unzipped it to ...Mods-Diplomacy 1.37\SOTP_UNSC_BETA_PATCH1 (I bought Trinity just for some of the mods, even though I got Rebellion first :P), and c

46 Replies 162,050 Views

Good! I can't wait! :D E4X is one of the first mods I tried for Rebellion once I started actually checking out mods, and it's been a staple in my mod-diet, since. I've been drooling over the prospect of using an Ankylon with 360-degree shield-draining beams since you posted that screenshot, lol. I *love* the titan upgrades from the last release. I've played a bunch of Sins mods and that's a fairly unique execution, as far as I have seen. Really hopin

1,119 Replies 3,158,917 Views

Finally tried 7DS this weekend, since I saw there was a Rebellion release. It's very nice! The one side that's in the Rebellion version so far is great for when I'm in a turtling mood. :P I'm really looking forward to trying the rest of the factions in future Rebellion releases! A couple issues I've noticed so far (apologies if they've been pointed out, already): 1) The links to the Entrenchment files

4,959 Replies 12,558,742 Views

I've lurked on these forums since I bought Rebellion, shortly after it came out. I finally had to break down and log in to post, because this is one of the highest-quality mods I've ever played. Ever, for any game. It's amazing, and extremely well done. Thanks for making it, and for porting it to Rebellion (my understanding is that this was a very non-trivial process) so us late-comers to the Sins franchise can enjoy it so much.

5,100 Replies 12,725,810 Views