December 30th, 2022, 02:59
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I often perform a set of repeated actions like the following:
1- researched Wall of Fire, I want to cast it on all my cities
2- researched Flame Blade, Wraith Form and Cloak of Fear, I want to cast them on all my heroes
3- several Dispel Magic on combat have dispelled lots of spells on some of my heroes, I want to find out the dispelled spells and recast them again on my heroes
Some actions currently require a lot of single checks, city by city, or hero by hero, and a lot of memory effort.
I'd like a recap screen, or a couple of them, that:
1- list all my cities, but just tells me the active city enchantments on all of them, ALL AT A GLANCE (without having to hover on all of them, remembering which spell is missing in which city). A screen with the cities in rows, and the city enchantments in columns, and each cell indicating whether that spell is active in that city.
2- list all my heroes (or possibly a customizable list of units) in rows, and the unit enchantments in columns, and each cell indicating, ALL AT A GLANCE, whether that spell is active on that unit/hero. Perhaps that screen could also show the powers obtained through items (so, no need to cast Wrait Form if the hero is wielding a sword with the Wraith Form power).
Posts: 202
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Posts: 1,056
Threads: 14
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May I request game script for unit cost and building cost percentage modifier? (Like ones from iron ore, coal and high man racial bonus)
Posts: 1,056
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Joined: Nov 2020
May I request expansion of hardcoded limit of custom display ability and include feature to add it from units.ini? I think it has potential to use it for display of lore and unit's descriptions.
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Joined: Jan 2013
I'd like to request a little more modding support for adding walls. I added in a new wall with the appropriate sprites, and while it shows up great on the city map, it (as I suspected) also showed up in its entirety on the building selection screen (stretched across the entire screen, naturally looked wackadoodle.)
I haven't tested it yet, but I suspect perhaps if I revised the various wall sprites for wall sections, it would also not show up properly on the battle map?
Also, while it apparently is possible to put "isWall=yes" into a building twice to give it double the bonus, it would be good to have a proper way to give walls specific defense values as well as perhaps some other characteristics (arrow shows, catapult shots, etc).
Anyway, I was planning to add in Stockade and Wall of Bramble, and would be nice if there was some modding support there. Thanks!
January 10th, 2023, 04:56
Posts: 202
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Joined: Jan 2017
I've seen some ppl complaining about the new size of Earth Lore (I don't care either way). How about we make the spell with an additional mana slider with two positions: the first with the new size and the second with the old size?
January 10th, 2023, 06:54
Posts: 541
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(January 10th, 2023, 04:56)prokolyo Wrote: I've seen some ppl complaining about the new size of Earth Lore (I don't care either way). How about we make the spell with an additional mana slider with two positions: the first with the new size and the second with the old size?
It might be inconvenient to have to click more. As a Settings option maybe? However, it is fairly easy to change the size of Earth Lore in MODDING.INI and the cost in spells.ini.
Copied from stuffed Manual:
Compared with Earth Lore in MOM:
WxH = 14x12 = 168 tiles = 30 MP
Enemy units are not revealed!
This corresponds with the size of the overland screen view.
MODDING.INI Line 462 - Range of Earth Lore
EarthLoreSize=1 > 3x3 area = 9 tiles
EarthLoreSize=2 > 5x5 area = 25 tiles = 10 MP
EarthLoreSize=3 > 7x7 area = 49 tiles = x1,96 = 20 MP
>>> EarthLoreSize=4 > 9x9 area = 81 tiles = x3,24 = 33 MP
EarthLoreSize=5 > 11x11 area = 121 tiles = x4,84 = 50 MP
This corresponds with the size of the map screen view.
EarthLoreSize=6 > 13x13 area = 169 tiles = x6,76
>>> Fully reveal the maximum map size of Arcanus = 2640 tiles:
= about 22+ castings Size5 = 1100 MP
= about 33+ castings Size4 = 1089 MP
= about 106+ castings Size2 = 1060 MP
January 17th, 2023, 16:37
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January 17th, 2023, 16:39
Posts: 202
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Another thing that occurred to me. I read a discussion somewhere, about when the win should occur in order to avoid the end game tedium. There were different opinions of course. Wouldn't it be a good solution to have the "win" button always available, so ppl could press it at any time, whenever they feel that the game is won?
January 17th, 2023, 18:10
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(January 17th, 2023, 16:39)prokolyo Wrote: Another thing that occurred to me. I read a discussion somewhere, about when the win should occur in order to avoid the end game tedium. There were different opinions of course. Wouldn't it be a good solution to have the "win" button always available, so ppl could press it at any time, whenever they feel that the game is won?
That wouldn't be different from a game having a 'see ending/epilogue' button.
A score modifier that allows the win button to appear more easily might be a better proposal.
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