OK, I'll try the quest in Native factions. However, the tournament was in Khergit-owned Halmar (I was an orc if it makes a difference).gsanders said:
Ah, that makes sense. My character was a drow (I'll try to meet a few other faction heroes to see if it works correctly).gsanders said:
That will probably solve it, but I think it would be best to go through the common features and let only one instance operational in case they are not exactly the same and/or executing the same effect twice would have unwanted effects (deathcam is prime example of this).gsanders said:
I agree. The faction is (and has been since early versions) already there I think, so only a few lines of code need to be written.Vylance said:
Oh, I didn't actually mean this kind of penalties I was talking purely about walking speed.gsanders said:
That makes sense, I didn't think about it that way.gsanders said:
Got it, I was concentrating on the particular example of Vorpal Sword and didn't think about all the healing/buffing/debuffing stuff.gsanders said:
I'm in for upgradeable (is that a word?) undead, though maybe make them upgrade slower than other units to preserve a bit of the "mindless puppet" feel undead usually have? Also, I disagree with the upgrade route - first, one does not simply make a zombie out of skeleton (it's pretty much only the other way around) , second, I like the way skeletons and zombies are different in previous versions (skeletons are quicker and can use ranged wepons, zombies are slower and sturdier).gsanders said:
Talking about weight... I suggest that strength decreases the negative effects of larger weights - it's kind of weird that currently (for example) an elven sprinter [8 str, 30 agi] moves faster with really heavy weight on him than an orc brute [40 str, 20 agi]. It would be really cool if agi-oriented troops were faster with lighter weight on them (e.g. <25 kg) while str-oriented ones were faster while doing some heavy lifting (e.g. >30 kg).gsanders said:
May I suggest using guild masters or maybe prison guards (possibly renamed "Prison Marketing Manager" or something ) instead of barkeepers since it doesn't make sense for barkeepers to heavily participate in slave trade?gsanders said:
I'm not entirely sure what this is actually about, but in terms of 'on-hit effect' kind of thing, wouldn't it be better to just use ti_on_agent_hit since it already contains weapon_id in reg0? I thought it was done that way, but your note kind of confuses megsanders said:
How is that an argument? Well, if those spells were usable on horseback, why would anyone ever play a dismounted mage for other than roleplay reason? Those spells are arguably the best ones around (fireball is pretty much a nuke), so they should have drawbacks. Also... Magic missile with high level of magic power (is that how the skill is called? I haven't played the mod for almost a year... and now that I think about it, is MM even affected by MP?) and power throw is not that weak. If you still don't like it, there is the fire arrow spell (which has higher damage than fireball IIRC, just without splash effect).mokrygorky said:
I fully agree, I just got a little stuck at the KotEG question... Applying it to more factions would be great (but then again, devs probably won't do it, because "it's not broken").Ralyks said:
Styxt said:
Awesome as usualk0nr@d said:
You can train your steward.redsimon said:
saxondragon said:
ThanksMitchyMatt said: