Murteas

Murteas

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7 Posts 180 Replies 28,884 Reputation

New version uploaded. Let me know if you have problems. I found an error in the arcane missile where I wasn't setting the damage to be a negative number, but in all my testing this was still doing damage (not healing) enemies. Let me know if anyone finds a problem with this. Clear Land & Leap have been added to the starting spells. Notes for the new spells: Clear land won't work when there are units on the ti

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v0.10 is released I finally figured out the mana maintenance problem. You have to set a status on a city to make it stick when the target of a spell is a friendly city (which most summons are not). So I had to create a status for the city when the guardians are cast, and now it will stay as a maintained spell as we want. Let me know what you think. Otherwise I'll start working on new spells & my spell editor. :)

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New version added. Increased the cooldown on the guardian spells to 100 turns. For some reason the mana upkeep is not working on those spells. I am trying to figure it out. For now, the cooldown should help. I increased the range on the guardian/destroyer spells to 10. You can cast it from farther away, but not all the way across the map.

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I believe that you have to change a tag in the custom faction if you are using the expanded faction mod: From Heavenfall: Most custom factions will be broken by this mod (unable to build basic buildings). To fix this, open up your documents\my games\elemental\race\ and edit the file with the name of your faction. You should change something into Men for kingd

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It hardly plays like an RTS though. It is much closer to Sins of a Solar Empire than "normal" rts games. You can pause and issue orders at any time, and the Advisor AI (friendly ai to help you) is really good. You can customize it as much as you want to make it the type of game experience you want. They really have done a good job. I'd recommend trying it out if you like space 4x.

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[quote who="kenata" reply="42" id="2852479"]Right now I am working on making a ludicrous number of additional abilities which use 4 of the major stats. I am adding rallies and frights which use Charisma, attacks and self buffs which use STR and DEX, and Elemental based abilities which use a combination of STR, DEX, and INT. The idea is to make abilities which take advantage of the full spectrum of possible abilities. Now, All of these abilities are being created for HeavenFall's Artifact's mo

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Have you updated to the latest version v0.04. They should cost upkeep now (1 mana/turn), and I put that they could only be cast once I thought. Although that tag may not be working. Let me look at that. I'll put the cooldown to 15 turns if I can't get it to be a one time only spell. v 0.05 uploaded - cooldown added until I can get the guardian spell to be one per city or one per game.

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[quote who="tjashen" reply="2" id="2851532"] Quoting Murteas, reply 1https://forums.elementalgame.com/402601 I happen to agree with you. Feel free to post your ideas to the thread linked above. I am making a mod that gives starting spells to Sovereigns. Sweet Murteas! One way to do this would be to have the Beacon Of Hope (or Empire Equivalent) grant 25 Arcane Research points upon completion (thus earnin

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Toying with a few ideas: Should the initial weapons cost mana per turn - my initial impression is no. But I am open to opinions on this. I've added a cooldown to the weapon spells of 15 turns (let me know if you think that works to reduce the spam at the beginning of the game. What do you guys want to see next? I can start working on new particles/images for these spells, or I can start making other spells for higher levels or

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What if I make it castable only once? I'll look and see if I can make it non-tradeable as well. Although I don't think it is bad to have it usuable by a champion, but they should probably have to cast it themselves. Updated version released v0.02 Changes: v0.02 - changed arcane missile to require 4 mana (was 3) <span style="font-size

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Heavenfall, I'm definitely interested, and no need to worry about stepping on my toes. If you want to take any of my ideas directly that would be great, otherwise, it is always better to work together and get a good product. Let me think about what we could do for each faction for early spells. My goal was to give each spell book a starting spell, that allowed magic users to use magic at the start without being too imbalanced. &nb

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No mana maintenance, on the weapons, but they aren't super weapons, just something to make magic users more viable early game (as xSTarfirex pointed out). I am still working on some new spells, unfortunately I don't have super human modding speed like some of the other modders, so it may take a few days for the next update. :) Thanks for the feedback.

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I don't see any indication that this mod overwrites the existing goodie huts. However, there are so many new goodie huts that you may just not be seeing the old ones (and/or the rarity of the new ones is higher than the Vanilla goodie huts).

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