Murteas

Murteas

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7 Posts 180 Replies 28,884 Reputation

Magog_AoW, Looks Great! I will get the changes in the next version and get it released ASAP. Please give Howling wind a shot. I'm excited to see what you come up with. On another note: I am at a standstill with the shard curse spells. I just can't get them to work to cast on the shard itself. We can remove resources from the cities, but can't effect the resources. :( I rea

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[quote who="Magog_AoW" reply="189" id="2880243"]Ok here's a first preview of Grasping Vines with particle fx. Might need some polish. [/quote] Looks great! Agree with M_Agrippa on the length of the after effect, but overall I am very impressed. Let me know as soon as you are ready and I can put it in the mod so it can be in the next release.

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@Agrippa - You can require that something is in the death spellbook and require the possession of a certain shard, but not the other way around (i.e. in fire but require death). If I can get some attempts done of the spells. I'll send them your way. @kenata - how do you cause a champion to give a farming bonus. Is there a way to give him the npc farming ability? I've tried a couple of different approaches, but I couldn't get it

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Kenata, Those look good. Are you thinking of putting in a Curses section as well? Do you think that all of the spells would go in the enchantment book? Would blessing of the farmer be castable only on a friendly hero for example? That would be nice, it would allow us to customize the heroes a bit more. Interesting thought: What if some of these spells had a +/- aspect to them instead of

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Hey impinc, I don't have a ArtifactUW.zip in the download. Have you just integrated the UW weapons into your mod, or should I still have to do something to get it working (looks like the artifact.xml already has the appropriate changes, but I was wondering).

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:Grumbles: Can't get the spells working the way I want... :grumbles and goes back to work the spells again: Just checking in. I'm keeping an eye on any ideas that come in, but also realize that 1.19 will bring some changes to our spells. If nothing else then the AI tags will have to be added. Have a good weekend everyone.

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@Kenata - We'd welcome any contributions you'd like to make. You obviously have a lot of experience with the Game Modifiers and that is the key to the spells working as they should. M. Agrippa is going to be managing the next "chapter" of spells, and I'll be modding and putting together releases. I do have a list of all the spells that were suggested shortly before release that i have put together in a

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I can look at the resource question. You probably can turn off the resource, but I'm not sure you can change owners...it's a good idea, I just don't know if that is possible. Let me start looking at it. As for shard sabotage, I am leaning towards cursing shards that are not your type, but I don't know if that will make the most sense to people.

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M. Agrippa, some of what you suggest is possible, but the stealing may not be. I haven't been able to get a spell to effect both the caster and the target at the same time, it is one or the other. That doesn't prevent the curse type of spell however. So I would love to see those type of spells, I'm just not sure we can do them yet. I am willing to try though. :) I like the more strategic spells, so I g

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v.031 is up. See the changelog in the first post. Thanks to everyone who is contributing. Sounds like we may want to focus on 2 areas next: Summoning and Area of Effect spells. Other thoughts? Suggestions? I can see that this could outpace my time to keep up with people's needs, if that happens, we can move this to a community managed mod and I can help with releases, etc, but others can manage incoming req

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Okay, wow... You guys are awesome. I am going to put in the new graphics and actually make the changes I said I was going to to the guardian spells. (I don't know how I left that out of the mod this last release, but I'll change them now. We can change it back once 1.19 makes it out the door.) As for particle effects, I would really like to see a new effect for arcane missle- I think the rainbow is ugly. Linque was going to work on it but I haven't heard and up

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34. Fixed a bug where dispelling Guardian Ward (and any other spells that involved a city-target summon modifier) would not kill the summoned unit. 35. Fixed a bug where killing a unit summoned on a city would not cancel the enchantment that summoned that unit, keeping the spell from being cast on that city again. Great!!! I was wondering why this wasn't working.

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Try out some of the Expanded Factions that HeavenFall has created: Angels, Goblins, Elves, etc. He has done a really good job. Once you try the game with the mods available you won't want to play with anything else. :)

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