Or use incognito mode or private browsing and you should be able to get the mods.
Murteas
. Fixed an issue that was keeping the AI from casting spells in tactical battles. This should be a great help. I am interested to see how far this goes to help the AI in tactical battles.
Check out some of the mods when you do get the game. They add a lot of flavor to the game and make it that much better. Welcome to the community.
New version is up. I'll look at the weapon graphics again to see if I can make them fit more with the theme, but I gotta warn you I am not an artist, so you'll probably just get something that looks worse. [e digicons]:grin:[/e] I'll plan on releasing an update with graphical/bug fixes/balance fixes this weekend as needed. Great Job everyone on getting this out! Thanks for all the help.
Beta package updated with grasping vines graphics. I'd say we are ready for release unless someone finds a problem in the near future. Any comments on the graphics used for the summoned weapons?
Okay, I have made several changes, and this one is a release candidate. Please let me know what you think. I am waiting on any graphics that can be included, but I'll release tonight either way so that we can get it out there. I made a quick attempt at the weapon graphics and model skins, let me know what you think. I changed the guardian spells to be cast 1 time every 200 turns and only by high intelligence casters and removed the maintenance cost but upped
NimbyJester - That may be possible, are you thinking of a specific idea you'd like to see? Example: Bastion of Last Defense: You create a magical fortress that increases your units' defense but only is effective in a small area. I don't see why we couldn't do something like that, of course with a lot more flavor and more interesting spell :) @John, I get a resource not found error when I try to down
Got a hint from Heavenfall and I got the push back effect to work! :) Linque is going to start working on some particle effects for us (arcane missile, altar of fortune, etc.) I'll get these spells ready for public consumption. Let me know what you guys think about the new effects, and if you still want to tweak them before the next release. edit: new beta available with fix for flame burst s
Derek, any chance we can get the Titan's Breath spell to actually work in the game? it is supposed to move a unit to a random tile (actual xml says it should move it back 2 spaces), but currently does nothing. Actually according to HeavenFall it is the type of Unit that is the problem, it needs to be changed to TacticalUnit, Once that is changed - it works! Thanks!
Sorbicol, I noticed this too. Have you heard anything on this?
So you guys want freezing rain to be against all enemies, instead of just a single enemy (how it is right now)? Or I could do it in an area of effect, if that works better. Okay, so after fighting with the push back effect of the fire spell, I thought I would try the spell I was basing the effect off of to make sure it works, guess what the actuall spell (Titan's breath) doesn't work either, it in fact does nothing!!! So I don't know how to push people back
@ Heavenfall, I implemented the sovereign traits that you mentioned. Check it out if you want. Was that what you were thinking about? Or something else?
Why are people complaining about this? If you bought the game before the new year, you get this expansion for free (even though it is a stand alone expansion). You can then play either game War of Magic or Fallen Enchantress WofM. They are not abandoning W of M, they are just taking it in a new direction.
@Heavenfall - I certainly agree. We need to be able to rotate/scale our soldiers in the preview window (please). BTW - nice sneaky advertising for the Expanded factions mod. [e digicons]XD[/e]
New beta posted with the new tiles from John. I am currently working on getting the fire spell to push people back. Once I get that working, I think I'll set the spells in the right spellbook, and add any graphics you might have ready, and we'll release it to the public and let them try it out. Make sure you download again to get the latest stuff: http://dl.dropbox.com/u/12727985/MG_Beta.zip<
SerinMaldy, Welcome, if you want to give ideas or suggestions for any spells you would like to see, feel free to post them. The beta version really isn't balanced, but is more to test the new spells. Feel free to try the version in the first post, or the beta if you want to help test. We'd welcome any and all feedback. And if you want to try your hand at modding a spell, or adding graphics, let us know and we'll guide you throug
Unfortunately, there is no good way to effect 2 groups of people with one spell. It either has to effect enemies or friendlies, can't do both until they change the way things work. Sorry. I have some great spells to suggest once we get that type of spell working. :) New version going up in a minute. Same link as before. Wall of Flame will not!!!! push people back. I don't know why, I am using the same code as ano
Excellent. That spreadsheet sounds incredibly useful, any chance that it could make it into modders' hands at some point in the future? I am looking forward to the quests coming up, are you going to add any new mechanics (random events based on population, sov. level, etc.)? Thanks for the information. This is the best part of being in a Stardock community IMO.
Spells are in with the spell cost set to a projected value. I left them in the combat spellbook and you should get them immediately just so they are easier to test. Once we say we are good to go, I will move them to the appropriate elemental spell book. By the way, I assumed these were going into level 2 in each of the elemental (fire, water, earth, air) spellbooks. Also, just to help with casting spells for testing, if you create a new s
My only concern with changing howling winds to give a dodge bonus to friendly units is there is already a spell that does this, and it would seem redundant. I'll leave it with an accuracy and attack debuff and see if you like it. The other changes are doable, and I'll be making them in the next beta (to be released soon).
Okay, I've made a few modifications. I left the freezing rain as a -3 combat speed modifier because that seemed to be the goal of that is to slow them down as opposed to completely stopping them, right? I can certainly change that to a lose turn modifier if that is what you want. I've made it a single tile effect as well. using the new grasping hands tile, and code to lose a turn. I've made a few changes to the wall of flame, let me know if it i
Thanks for testing guys. John, you are exactly right, I have the code in another spell, but for some reason got stuck on the have to reduce combat speed instead of just skipping their turn... great find. Yes, the range of the spells is just for testing now, let me know what you think. We can definitely change it and only have freezing rain be one tile. Unfortunately, the "logic" we can put into game modifiers is incredibly limited. &nbs
Hey everyone, Here is a beta to try out the battlefield spells. Some of the effects still don't work, but this will give you at least a view of what's going to be there. Currently, the spells are all in the combat spellbook and you start out with them. They are priced at 5 mana and do not require any shards (just to make it easy to test). If anyone wants to look at the spells and see if you can get the effects to work, please feel free to try
John, it should work, but then again several things "should" work that just don't. I'll try something out and get it to you guys to test.
Thanks Nimby. That is exactly what I've been working with, and as you said it doesn't work for anyone that enters the tile after the spell is already going. I'll try to get a beta out soonish so you can try it out.