Just read in another thread that this is happening like dozens of times in same game. Not my experience, but it does seem to be a bug. So, lets hope SD kills thses bugs. And introduces the ideas of 'pretenders' appearing ocacionally...
ElanaAhova
this is an awesome thread. I love seeing the ideas played out here. many fit together so well. SD has its tactical battle set up already designed: right here in this thread! Using movement rate = AP, combat speed = initiative, setting a "round' based tac combat unit acting queue, conditional commands, and then adding the overwatch concepts: will create such wonderful, and exciting options/tradeoffs in battle. Now all we need are pole weapons t
ravenX> what I have seen looks awesome for 'evil' players. Quick question: have you done aything with the spells? Specifically, I am thinking that the achilles heel of the faction (in EWoM) would be the low populations, and the low number of 'dead' remains to reaninmate into skeletons/zombies. Is this tied to population in general, or to thg 'ancient battlesites' and recent battles. What I am getting at is the something that FfH did: make each SOV
Oh, I thought this represented the 'escaped' young heir of the faction I just conquered seeking the possibility of a return to power. Its always one of the king/emp's I have conquered, and sometimes has another unit riding shotgun. Whats wrong with it? It might not be the prince' but a pretender to the throne...
Excellent ideas, but how will this affect the 'road building' aspect of EWoM? placement, and upgrades?
Hi Grunge> I love so much of what you have done with custom weapons, armors, etc. I havn't downloard any yet. Question: are these visuals only, or do they have custiommzed stat (attk, def, etc)? BTW, some of your items give EWoM a real post-apocoloypse feel. Eli - look out!!!! (smile) Thanks...
I had a caraven survive an attack from a wolf. rare, every happen in your games?
Kiwi> Thank you for the info. I wasn't sure i had installed the mod correctly. The only other game i modded was(is) obivion - and that was very complicated. Appreciate it... and I do like the stables...
Its a pain to wait. when you entered in your key code, did yuo not the difference between "zero" and the letter "o." On my PC, thay sho identically: I had to enter the code six times, trying various permutaions (zero/o) - it took on try six.
I hope customer support can help you. I had a very different problem -how to update EEWoM on a PC not connected to the web. The gentleman in customer service, who i leave leave nameless, was probably new. he suggested I "try" . Anyway - I finally broke doen and purchased broadband for my PC. expensive fix - but a fix nevertleless. I had no problem at all registering and updating my EWoM. So, please be paitent - it is worth the wait
Pasha_bigdog wrote: "September 19, 2010 9:40:06 PM <div id="ctl00__Content__RepeaterReplies_ctl04__ReplyBody" class="tex
"September 1, 2010 11:55:29 AM As another side note - I'll totally do a tutorial on custom wall creation once I get a chance, if someone else hasn't already done one
Hi... I loved your idea. I installed your mod. BTW, this is the very first, and only mod I have, so far, actually, installed. Played the game. The new 'building' did appear. I built them. They showed "horses produced: 0" I did have a wild horse tile improved, as well. I was able to train mounted units. Questions, please: do the stables produce horses even if the message says "0?" Perhaps I installed the mod incorrectly?&nbs
Mother of all quests, complete this and a "new" faction flies in and bombs your enemies with dragon ...
October 1, 2010 4:52:24 PM I hope Trebuchets dont show up in V1.10
I don't know how to mod the code (yet anyway...) But I am a good writer, and love good stories. Quest could have more text, and tell a story as avatar progresses through quest. I just finished helping with the english translation/playtest of Nehrim (German total conversion of Oblivion / TES4.) And I have some free time now. Shall we plan some epic quests and storylines?
Swerdyass wrote: "Initiative = units current ‘combat speed’ (as in current code) The reason i don't want this and instead everyone has an equal base initiative(before modifiers) is because basing it off combat speed would make mounts and archers godlike. They would always get to go first and get more attacks which would be devastating to balance. <div class="Article_Qu
Yes a 'fishing resource' on the beach would look silly. What about a " fishers' port " - a 'building tile' that looks like a section of the settlement being used by the fishing community within the settlement. The 'building tile' could have some fisher shacks, many fishing boats, some small repair shacks, sails, and a market space, etc. The tile would look like a part of the settlement where the fishers base their boats ... have the tile produce food (fish). gets
Awesome work. And the frosting on the cake? This: I enjoy reading the 'back and forth' about your though process as you grapple with various issues because it is teaching me how to mod in this enviornmnent. Later, when the dust is settled, I may try modding also. And you will have beenb one of my teachers! Double kudos to you fro sharing the mod, and sharing your process! Karma coming to you...
But Janusk has a bigger club.
I am so happy to see you have decided to use (eventually) a unit based, rhater than a 'side' based movement order for tac battles. Here are my suggestions for that system: Tactical Battles Current system uses the ‘combat speed’ of the unit to determine its APs allotment. One side acts, then the other. Repeat until only one side remains on tactical field. Side that acts first has immense adva
Grid on or off? Depends on the game, how clear the 'squares' are with it off, and what i ma doing at the time. I prefer to play with grid off, as it look more 'natural' (whatever that is), more immersive. However, if i have something that requires exact precision to do (really important move, build etc, I temporally turn the grid on, do it, and then turn the grid back off.
BTW, how do you get the quote thingy to work? Thanks
jandurin wrote: September 29, 2010 11:18:02 AM Quoting ElanaAhova, re
Gweno 1 wrote: here is an RPG called Divine Divinity where there is a secret area where you can find the developers and kill the bugs in the game. When you kill them, if you have the 'silver brestplate' the lead programmer alters its stats making it one of the two best chest-armor pieces in the game (both of which have random stats, so which is 'better' varies). Unfortunately, the teleporter to leave the area is bugged and does not work, but there is a work around using special i