Murteas

Murteas

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7 Posts 180 Replies 28,884 Reputation

Hey Nimbyjester if you can post it that would be great. I think the problem becomes that we can affect anyone in the tile at the beginning of the spell, but it doesn't seem to effect anyone that enters after the initial spell. So the solution may be to make the initial area of effect a little bigger. Yeah, we can definitely make a tile impassible (see rock slide), but not really make it work as we want (give damage as people enter), as HeavenFall noted

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John, That looks really good. Excellent. I will get that incorporated as soon as I can. I am running into the simple problem that even though I can make the decals show up and I can make them take effect a single time (for example if you actually cast it on someone), I can't get the tiles to take effect if someone moves through the tile. So, I do have a wall of flame spell that looks great (based on a commented out

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Okay, version 0.21 is up. Included the new graphics for the Fortune Altar from M. Agrippa. They look really good in game. Great job. I adjusted the values a bit for the resources that come up so you should get a little more diverse set of things from the altar. Let me know if you like the balance or if we need to adjust it. Thank you to everyone who is using this mod, I know it isn't the fastest moving mod, but I am excited to add more spe

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Victor, I run both ACP & Expanded Factions together without a problem, are you seeing an issue running both at the same time? You should be able to just install both mods and use them without issues. Now creating goblin heroes, lost souls, angel heroes is another matter, but you should be able to run the mods at the same time.

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Hey kenata, just wanted to stop by with a short bug report. Deep Gash doesn't seem to be doing any damage in my current game. (Always 0), not sure if anyone else is seeing that. Anyway, the mod is great. Really enjoying it. Thanks for sharing with us. [e digicons]:thumbsup:[/e]

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v0.20 uploaded. Added the Gift of Fortune spell, which creates a goodie hut with a random "gift" from the gods. Please let me know what you think about balance and if the spell fits. You can currently cast it anywhere in your territory and the goodiehut will show up after you move (engine limitation - it doesn't show up immediately). Don't cast it on your city, as this tends to cause problems (like it won't show up). &nbsp

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Okay, I was hoping to have some time before I took off for a week to get some more spells out. It may not happen until I get back. I will try to get something out today before I leave, but I can't promise it will be out. Hopefully, we'll have some news about the mod czar by the time I get back. I am bringing my computer with me on my trip, so if I get a moment, I might be able to mod a little. We'll see. H

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I think I can get the modified air and fire spells working. However, there is no randomness in spell casting at the moment. It could give one certain benefit but could not change from season to season. :( Hmm...I could cause a goodie hut to appear next to the city which could give those items. What do you think?

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[e digicons]:rofl:[/e] - Great to hear the AI is using the missile at least a little bit. As I am looking at the spells you suggested, the problem I am running into, is that I can't shape them like you suggested (1x3, 2x3, etc). I can easily do one tile, and make it unpassable (see RockSlide level 3 earth spell), but I am not sure I can "summon" a unit (rock) during tactical battle, and have it go away. I'm going to play with

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Does it work in cloth map only mode? If you are still having slowdowns there, then I would say it is something with the computer, because cloth map only mode should work even for wimpy laptops. Your laptop should run it just fine. Send an e-mail to [email protected] to see if they can help (you may have to give them until next week to respond, as they are on holiday break).

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Okay, version 0.18 is up. And Focus is gone for now... if someone has a brilliant idea on how to make it balanced for a spell, let me know, otherwise I will concentrate on new spells. Also, I have changed the directory structure so now you should be able to manage more easily which spells you want from the mod. The first "chapter" is Cantrips or level 0 spells, you should see it show up in your mod folder next to the base Murteas Grimoir

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Thanks! Yes, please keep the chapter names coming, and no need to include "Murteas" in the title...unless it fits somehow. Also any art you want to provide would be great, I am not an artist, so any help in that area would be greatly appreciated. I haven't gotten the chance to play a longer game with Focus, but I think I agree that it is too exploitable at the moment. Maybe we can hand it off to the artifact mod as a possible ability (ca

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M. Agrippa - Okay, I understand what you are saying. Once we get a few more spells of different types, I'll look into creating several different distributions. I will probably do something similar to the Expanded factions mod, where I will include everything in the mod, and you can just delete the folders you aren't interested in. Probably not in the next release but the one after. The ideas look good. Let me see what I can do w

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Hey guys. Yeah, after I posted the initial idea, I started to work on it, and came up with some of the same thoughts as you about it being very exploitable. The current version leaves you vunerable for 3 turns and gives you some mana. Do you think I should make it a fixed amount of mana or should it still be tied to Int? Should it hurt you as well? Or is focus just too hard to balance? Any other thoughts on an enchanm

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check the my documents/my games/elemental/units directory and make sure that your sovereign is in that directory. After you installed 1.1, it cleared out the directories to force you to re-make all sovereigns, units, etc.

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Level 3 - Death Spellbook Wither - Reduces the strength and constitution of target foe by 25% for 3 turns. (Actually it reduces the attack and HP of the unit, so the description is off a little bit). They shouldn't have died unless they were already hurt, if so then she made them shrivel up like a raisin. [e digicons]XD[/e] [e digicons]}:)[/e] [e digicons]8O[/e]

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v0.16 posted - Okay try out the new build and let me know what you think about the guardians now. Working on a focus spell for enchantment, basically immobilizes the caster for a few turns but gives a big boost in mana generation during the time. What do you think, is this useful? Is it OP? I am currently playing with: 10 mana/cast -- Lasts 3 turns, and gives Int/4 extra ma

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Heavenfall, after playing a few games today, I agree the guardians need to be adjusted. I am open to suggestions. They do take mana now per turn so you are sacrificing mana to go for early protection. Should we make them only last for a certain number of turns (10 maybe)? That way they still are of benefit but you have to maintain it. So what do people think, how should we adjust the guardians, or do yo

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