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thanks kindly for your answer :)
yes, I´m using the item set to get the bonus spellcast chance :D
actually I can´t trigger it in melee neither. does it have a particle effect? is it enemy based (only against large/living/advanvced)? does it make sense to give it to monks who have "specialization" in throwing weapons? cause you´re then basically forced to not using one of the class rather unique features.
I found some kind of editor yet it is meant for the base game so it doesn´t really work with your game unfortunately (it mixes up the skills completely) :(
a question/bug report:
A) which class has arcane magic? so far I wasn´t able to find one :/
B) the "Shatter palms" monk skill doesn´t seem to work. I tried it against buildings, units, with ranged, melee attacks and not a single proc despite investing all skill points into it.
C) how diffcult is it to create my own hero class and implement it into your game?
thanks for answers, you´re doing a great job! :)
yep, you can also tag our mod in description :)
thanks, glad you like it :)
a really unique approach!
thanks, gonna address that in a patch.
definitely is - just open the Factions.xml and change the number in the line <Space_Tactical_Unit_Cap>20</Space_Tactical_Unit_Cap> to whichever you want ;)
no way! you managed to change the FoW checker pattern?!
jeez, I was searching for it in the files for so long, even downloaded a hex editor and dug into the game .exe itself, yet without success :/
thanks for sharing!
holy moly, great job!
oh, I just thought that this one would look nicer, but you´re right it doesn´t make nay sense :D
Thanks for feedback ;)
well the cannon itself is super poly-efficient: has only 600 polygons (even with the cables) :)
the 5k is the entire scene, where majority comes from the high-poly model (way too detailed for RTS; used for creating the ambient occlusion).
and the texture...well it´s a 512x512, you can´t get much detail into that but imo it fits the distance from which units are usually viewed... but both of that can be edited, as Fedor did for his mod.
nice! if you decide to implement the heavy version (Grav Cannon) as well, you can pretty much use my model ;) Moddb.com
Fedor_Russia has even implemented it ingame already Moddb.com
I appreciate your decision.
holy moly, that´s pretty huge!
just do not forget to set correct smoothing groups for the fronts of those "bubbles"/hemispheres/simply the round parts of the hull.
simply superb work!
aaaah, I have to upload in a .rar /zip, since otherwise it tries to read the xml code, which is obviously not working :D
thanks for letting me know ;)
trust me, I used to have a super crappy PC in those times I started modding, so all these models are created as low poly as possible. really. cause I mean...why would I create a mod I can´t even run smoothly afterwards :D
ooooh, I like it!
a quick edit, it also reduces cooldown on abilities and extends range of weapons
hi, it´s actually a particle with passive ability and specific lifetime (that´s great about using such "fake" particles - you can get rid off them easily. for units, you would have to make them autodestruct). and yes, once the particle vanishes, the buff does stop to work as well.
huh...I mean...probably yes? :D
even though I didn´t think about that tbh.
thank you :)
you´re right about that!
will try my best to fix it ;)
unfortunately, I do not know how to write these .lua scripts, so except for the Shrip Shpa teleportation ability (https://www.moddb.com/mods/yuuzhan-vong-expansion/videos/shrip-shpa-teleport-ability-demonstration#imagebox) none of these are based on custom made scripts are purely clever workarounds of concepts already ingame by the developers :D
gotta love this! :D
I remember there was actually a mod with LOTR back in those days available - maybe you could scavenge something from it :)
within a few weeks ;)