emmagine

emmagine

Joined Member # 2131230
5 Posts 8 Replies 1,283 Reputation

One more voice asking to unsticky all the individual mods, and create a new thread linking to all of them instead. The number of individual mods stickied on this forum is unwieldy.

18 Replies 43,340 Views

I would try having the starting ability unlock a building that gives a +1 sight trait to all units trained in a city with this building. Make the building really cheap. (You'd probably have to have it unlock a tech which unlocks the building) Also, what stat were you trying to adjust for the city sight radius? Lastly, It might be possible to have it summon a unit with some negative regeneration, 1 hp, and no attack. A

9 Replies 5,678 Views

paladinjb the latest iteration includes buildings similar to most of your ideas. I like them, and they seem to be popular. To the idea of the mount deal for heroes, I really like that idea and I think I've found my level 4 town upgrade. I can think of the pony mount, the warhorse mount, the lizard-thing mount (starts with an S)..... what else is out there?

23 Replies 9,377 Views

Most engines have protections in place for divide by 0, I don't know if there is one for this or not. But yes.... if a figure with 5 attack, attacked a figure with -5 defense.... 5 * (5/(5-5)) = crash. Assuming that's been addressed, it could be way worse than squared. A unit with 3 attack, attacks a figure with -15 defense. 3*3/-12 = 108 damage. Where if a figure with 10 damage attacked the same figure, 10* (10/(10-15)) = -20 . &n

1,118 Replies 2,463,075 Views

I put this reply in a completely separate post to my feeding of the troll. I like the idea of a "bestiary" or some similar building that offers animals. I don't want to add them as trainable, as that could get dangerous as far as impinging on the 3 unique unit cap if used in conjunction with other mods. Going with the spawning idea like the dragons would work. I think I would rather use this idea as a reward for completing a stamp though. Some

23 Replies 9,377 Views

Willie, Most of these are pretty simple for the AI to use. Most of them are production bonuses. Getting the AI to use them is as simple as setting the priority high. They are not equally balanced for every faction, or even every play through. If you are playing an archer army, the psionic blast ability is going to be completely useless to you. The AI doesn't build predominantly archer armies though, so it isn't going to matter there. If

23 Replies 9,377 Views

Going to be testing these today, and updating the Varsis mod with them when done. I would still like to find another building for towns. I am not going to muck with the level 5 choices, as all of them are rather powerful as is... So to make a new upgrade that would be exciting to find, it would have to trounce the ones in place. Nothing says I couldn't add more than one per level though if someone has a really good idea. I'm still kicking around the idea of

23 Replies 9,377 Views

Made some changes, more are still coming. level 3 Fortress, Psionic Training Academy (all troops trained in this city will have the psionic blast ability, a ranged attack that does 1/4 level per figure in the unit +1, with an 8 round cooldown.) Level 4 Fortress, Enchanted Armory (Provides weapons and armaments to units trained in this city that grant +1 fire atk / 2 fire shards, +1 defence / 2 earth shards, +1 init / 2 air shards, and +1 spel

23 Replies 9,377 Views

you could have them drop spider eggs the same way some golems drop iron, and other monsters drop crystal. I don't know if it is possible to have items in the shop cost resources other than gold, but it should be. One of the things I planned on modding was adding 1 horse resource to the cost of champion mounts (or warg respectively)

11 Replies 27,218 Views

The psionic blast is rather powerful for a unit that is produced here. Keep in mind however, that this is in direct competition with the auto trait that causes them to always act first. My testing has this ability doing comparable damage to a unit of equitable bowmen. I'm currently workling on a drawback for the training institute that will reduce production in the city by 35%. Big benefit, Big cost. I like many of the names you've sugg

23 Replies 9,377 Views

I'm adding some rare buildings to the city level up options. The idea is that they will be flat out better in the vast majority of cases, but you won't see them very often. Basically a "oh cool! I got a special!" when you level up your city above and beyond the normal. You might see one every 7-8 cities. Some of the buildings I have added so far level 3 Fortress, Psionic Training Academy (all troops trained in this city will have the psionic

23 Replies 9,377 Views

The code should be adding a new building, very common for testing purposes to the level up options of a fortress. It is not showing up as an option. Psionic Training Academy Unlock the mental forces latent in your race. All units trained here will have the psionic bolt trait, allowing them to attack the minds of their enemies

6 Replies 4,946 Views