Aerion Istari

Aerion Istari

Joined Member # 2394776
0 Posts 4 Replies 10,730 Reputation

[quote who="Das123" reply="1" id="2758715"]I think the problem is that you can't satisfy both prerequesites in your GameItemTypes. Try getting rid of one. [/quote] Tried that too. Problem is, I'm not even getting the opportunity to research the tech.

7 Replies 3,360 Views

I must be missing something, but damn if I can see what it is. I've stripped this down to bare minimum. I've taken stuff in and out. I can't get the game to show and/or research this new tech. If someone who has successfully gotten a new tech to work could take a look at this, I'd be grateful. Now's your chance to make me look stupid. [e digicons]:w00t:[/e] Below is a link to the f

7 Replies 3,360 Views

This does make it difficult to mod existing items. I would guess that prerequisites also stack rather than overlay although that should cause less of a problem. [quote who="EviliroN" reply="15" id="2757693"]... P.S. Plz don't tell me to put down the matches and leave the fire playing to adults [/quote] No adults here. We're all kids with matches. [e digicons];)[/e]

22 Replies 17,643 Views

[quote who="Heavenfall" reply="1" id="2757425"]I hope you can keep up! I did two releases yesterday and I didn't even put in half the stuff in it.[/quote] I'm going to encourage (if not force) those who contribute to keep their mods self-contained and easily identified. I may not be able to make daily updates, but we'll see how it goes.

3 Replies 2,903 Views

Note: To those of you with mods out but whom I have not included; it has nothing to do with the quality of your mod but how well it fits into the overall goal as i stated it. But if you'd like to work your mods in, let me know and we'll work something out if you're willing to tweek your mod some.

3 Replies 2,903 Views

Here's what I'd like to do. I'd like to put together a large mod made up of some of the mods already posted along with one I've been working on. My goal is to provide the following: Bug Fixes New, unique content Balance existing unit items Add some upgrade unit items Add mega items Bug Fixes: Self Explanatory. New, Unique Content: These are mods that add totally new stuff. Gnilbert's U

3 Replies 2,903 Views

What I was hoping to do was to have spell damage inflicted increased or decreased based on the level of the attacker and/or the defender. Stat Points per level isn't really what I'm looking for although that might be an interesting thing to play around with. The game displays the level on the EXP bar so the stat has to be there somewhere. The only other thing I can think of is that the level is derived somehow. The basic problem I want to solve is that because a sove

6 Replies 3,496 Views

Has anyone stumbled across the Unit Attribute for Level? That would be really helpful to give higher level heroes the appropriate amount of power.

6 Replies 3,496 Views

[quote who="Heavenfall" reply="3" id="2756389"]IHMO it's better to give credit in intro texts to the mod and such. A very small minority will actually go looking for stuff like that in the mods. And if someone takes a mod and changes it, then that person is responsible for it working. Not the original modder.[/quote] But on the other hand, it's nice to give credit to those who did the original work.

7 Replies 3,602 Views

Awesome job. But I do have a couple of thoughts intended solely as constructive. Take these for what they are worth. In MoM, the Earth to Mud combat spell had the effect of forcing advancing enemy troops to break their skirmish line and single file march around the outskirts of the mud puddle. (this spell, combined with ranged attacks was very powerful) I'd like to see your Earth to Mud have a similar effect in EWoM. I don't remember a Create Gras

5 Replies 45,145 Views

[quote who="Heavenfall" reply="19" id="2756288"]Improvements also have multiple prerequisites where the type is different, for example requiring both a tech and a certain allegiance. Tech CnC_Amarian </P

20 Replies 6,380 Views

Wraithstalke, this is a GREAT mod!! I was wondering though if you could do a couple of things. Namely, give the file names a prefix. If I could suggest, WAA_AlternateArmor1.04.xml (WAA meaning "Wraithstalke Alternate Armor"). Also add the same prefix to the InternalName= tags for each item (those that don't replace existing armor). This way, your mod can play nice with other mods. Great work!!!!

27 Replies 98,661 Views

the [eMOD] tag implies your mod is released. No telling how long before magic is fixed. It sounds like they want to throw out the baby with the bathwater and that will take a lot of time. There are quite a few mods out there to attempt to fix the broken magic system in the interim.

1 Replies 1,610 Views

[quote who="Wintersong" reply="34" id="2755514"] quoting post Magic System Changes. This is an area that’s going to get a lot of changes. For instance, Essence will become a boolean (true or false). Your mana will come from a global pool of mana that is from the shards. The elemental spell books (earth, air, fire, water) will get moved out of character creation and into the tech tree so that players can determine what spell books they want. Various spells will gain a man

265 Replies 685,498 Views

[quote who="Heavenfall" reply="16" id="2755590"]I'm telling you, you can't get light armor without first getting both those techs. There's something special about it. Maybe it's because the values are the same?[/quote] Though I haven't tested it myself, I believe you when you say Light Armor requires both. But, I started out with 0 on both prereq techs. Getting either tech gave the item. Is Light Armor

20 Replies 6,380 Views

I would also like to see the ability to list multiple prerequisites for a unit item with an AND condition along with the current OR logic. In other words, It would be nice if my Mega Bow of Thunder requires Advanced Archery AND Arcane Weapons. Right now, if I list both techs as prerequisites, attaining either tech gives me the bow. Oh, and I agree with Gravedancer.

8 Replies 23,792 Views

Based on my testing, I'm not sure the Value tag has any effect. I tried putting a '0' and a '1' in either one or the other and both prerequisites and I could see no difference. It appears that multiple prerequisites are an OR condition. I think I'll post in the Ideas forum for the DEVs to fix this.

20 Replies 6,380 Views

1> I see most of us are already putting prefixes on our Mod files. Let's continue that trend. 2> I also put prefixes on the internal names of my mods to make sure there is no conflict with Core or other mods. Some of you are already doing that as well. 3> Most of our mods will have dependencies with other mods. For example, new items might have new tech items required for them. There needs to be a way to show dependencies between separate

7 Replies 3,602 Views

[quote who="Heavenfall" reply="11" id="2755263"]I need to retract my earlier statement Listing several techs does not necessarily make it "OR" For example, consider the Kingdom tech Light Armor that requires TWO techs before it becomes available. Tech <Attr

20 Replies 6,380 Views

[quote who="Heavenfall" reply="8" id="2752960"] Quoting Aerion Istari, reply 6 Quoting Aerion Istari, reply 5 Quoting Heavenfall, reply 2missing probably I wish you were right, but " Warfare " and " Conquest " are in there. Actually, in looking at it again, I guess you were referring to the Category tags in the TechTree part. I added. Rel

20 Replies 6,380 Views