Wow. I have had to take a break from all computer gaming for the last several months, and I am looking forward to starting up again in the summer when I get a bit more time (I hope). This looks great. I really like the idea in the wildlands, and the possibility of us modding in our own is outstanding. I really feel that alone will be a big win for the game. Question: Will the map be randomly generated or will there be templates that land will be gene
Murteas
Agree on the tactical battle changes. I look forward to them the most (although I am a sucker for animation/3d art goodies). I love Ani-mondays.. Thanks!
This is great news. Really looking forward to seeing this in action. Um...when will that be again? Release date is Summer 2011, are we still looking towards that timeframe? :)
Just a quick drop in to say hi and see how things are going. I like the effect for missile magog. It'll be nice to get rid of the rainbow color test particle. :) I haven't had a chance to play in 1 1/2 weeks, if I get a chance I'll look at the self targeting stuff and see if anything got changed. Keep up the good work! <a id="ctl00__Content__RepeaterReplies_ctl21__LinkUser" class="hand" title="Click us
Hey guys... bad news - I am going to have to step away from the modding scene for a bit to catch up with RL job and family stuff. All the mod stuff is in the latest beta zip file. I don't want to abandon the mod, but I know that I am not going to have time for it for a little while at least a few weeks. I will try to check on progress and offer help as soon as I am able. Sorry! :(
You'll notice I modified the fire spell to affect a radius, that is to make up for some of the stuff I had to drop. Just FYI - Development will be slow again for a bit, as someone at work just quit and I am picking up his development work. Fun, fun!
New Beta available: http://dl.dropbox.com/u/12727985/MG_Beta.zip Has the caster version of Hands, and a introductory version of ring of fire (with the new tile). Enjoy
I am at a conference this week, and I haven't had a lot of time to play with the code. I will get back to it as soon as I can. So Cast on Self, and reduce to 2 turns or leave at 3, and still want 3 HP / turn? +10 Def + 5 Resistance & lose turn during the spell's duration.
impinc, Wow! You've done a great job with this. I've got so much to play with the next time I actually play instead of modding.
So I talked with Cari on chat, and she said there is no way to set AP to 0. :( So I think we'll have to put sheltering hands on hold or change the immobilize portion of it (or change it to cast on self only which will work). John, I'll take a look at the spell. I love carrots. :) Thanks!
Quick update: Sheltering Hands is driving me crazy. Ok that is it for now. Bye... J/K - so I have the spell working for the most part. The only thing that is not working is that when you cast it on someone other than yourself, they still can take any remaining actions in this round (the next round they have no actions as expected). so the lame thing is that they can move away from the hands, and still gain the effects the foll
[quote who="LightofAbraxas" reply="245" id="2884569"]@Agrippa & Murteas: Well, it's up to you all what (if anything) you want to include. Right now the status of the mod is that it's just for personal use, since I don't really care for the 4-school system that Elemental has now. So, all the xml is working (but would need the new AI tags added), but most of the new spells in the new schools may or may not not fit with what you all are trying to do here. When I st
@ mqpiffle - That is great information. I will test with that this afternoon/evening after work. Bring on the spells. :) We'd love any contributions. @magog - yeah, right now, the spell is completely borked. It does not work as advertised. I am working on it, we may not be able to limit the spell to sovereigns /heroes only.
This is great. I'll play around with it. Thanks for posting.
[quote who="LightofAbraxas" reply="238" id="2884070"] Looks good guys. If you want to use any of the code or particle effects from my defunct mod, feel more than free. It's not posted anymore, but that's easily fixed.[/quote] We'd welcome anything you'd like to add to the project. If you are interested in adding some of the spells you had in your mod, feel free to post ideas here and we'll get them in. :)
Magog, it looks really good. I think we can accept it as you have it. Post the files when you are ready. :) edit: No matter what I try I can't get the lose turn to apply to the caster of the spell.
Okay, I posted a beta version here: http://dl.dropbox.com/u/12727985/MG_Beta.zip I am still testing and will upload new versions there as they are available. Only sheltering hands in this version. edit: No matter what I try I can't get the lose turn to apply to the caster of the spell. :( And the modifier lose next turn does exactly that it causes the u
@seanw3 - I think the line: 1 is what I am looking for. I already had the chance to lose next turn code, but I never saw this line and I noticed that it was not working on any friendly targets. I am hoping this will allow me to hit "friendly targets". Okay, so i thought sheltering hands was a cast on self spell, if we want it to be a cast on anyone spell (friendly of course), then
@Magog_AoW - That looks really good I like the debris that goes flying by. :) I think the whirlwinds look kinda out of place, but I'm not sure what to suggest instead. Hey, quick question, has anyone had any luck causing your self a negative effect? I can alter the caster combat speed down to 1 (no lower), but I can't make the caster lose his turn. It just ignores the modifier. Any suggestions? (This is
[quote who="seanw3" reply="211" id="2882245"]Have you given thought to spells cast on an entire stack? I don't remember the capabilities, but a strategic spell that gives +15% or so in any stat category would probably add some interesting flavor the the enchantment tree. It doesn't need to, but I think these kinds of spells are best if only lasting for a single season. Alternatively, it could be cast during the actual tactical battle.[/quote] We can definitely create some of these sta
M. Agrippa - Post away... I'm listening. :) Work has fried my responsibility circuits this week, I need a little mod time this weekend, so I'll try to hammer out a few spells. As usual I have no creativity on my own, so I rely on you capable people to tell me what you want to see. :) edit: Been playing a little Magicka (fun game) maybe we should look there for some tactical spell ideas as well. <p
Okay, I get something together and send it out to you guys and see what you think. We want this in the battlefied spells? Combat spell book?
[quote who="John_Hughes" reply="201" id="2881551"]Look great. I like the Shelter Hero idea for the Hands Spell as well. It could be cast and as long as the Sov remains in place it stays also (that is doable right?) Then I could see us asking Magog to take a shot at a cool animation for that one as well.[/quote] Unfortunately, conditional spell durations are not possible right now, we can make the caster immobile and regenerate, but we can't give them a variab
C++ code is an option regardless of what other scripting language they choose if I read Frogboy's post correctly. The question is Lua vs Python.
I have to say that I am interested in seeing how python would work. I am an "old" c/c++ guy so syntax either way is going to be fine with me. Performance may end up being a larger issue than we think especially with modders writing code that isn't exactly efficient.