There is something coming from them, but they can't talk about it right now. Brad has mentioned they have more plans for SK but he's under a gag order.
bmorris2
Trust me, makes a difference. You no longer get spammed with arcane arrows, but now there are more mass-effect spells, more variety in how combat shakes down.
Okay, time for Version 2 which brings updates to many of the dragons, mages, and some of the player units. Version 2: Archers now gain the ArmorPiercing ability. Battlemage has the Life ability replaced with Loremaster1. Blue Drakes gained the Deadly Bite ability. Drakes gained the Deadly Bite ability. Dwarven Axemen gained Cleave ability and Expert Axemen ability and lost Spell_Eviscerate ability. Dwarven Berserker gain
Well, I can work on units first since that is what I'm working on currently. I'll be releasing Version 2 of my unit mod sometime soon which will tweak some of the player units. There are lots of ways to improve the units simply through giving them some of the abilities in the game. Examples: [*] Soldiers now gain the Defender1_Level ability (higher defense when defending). [*] Pikemen now gain the Endurance1 ability (gain additional HP per level). [
Hello: So, I decided to start looking at the units and realized there is a lot of room for improvement, especially based on the descriptions of the units. So, this is first step in that direction. Version 1 Change Log: Axeman renamed Dwarven Axeman, since that's what the description calls him. Barbarian Elite changed to Bandit Elite Calvary since that was what the description says. Barbarian named changed to Ba
Hello: I have a question on the Imperials? Are they the remains of the Krax or the Quendar? I'm curious because in different unit descriptions, it has them saying they are from different places. For example, you have Imperial Bowmen units which say they are Quendar Archers famed for their keen eyesight. Then you have Imperial Pikeman, which describes them as Krax Savagers known for, amongst other things, their savagery. Which are they?</p
Hello: There are three units that have funky names: TXT_UNIT_GIANTS_SWAMPGIANT_WARRIOR TXT_UNIT_KINGDOM_CLOCKWORKSOLDIER TXT_UNIT_MISC_NYMPH Best Regards TXT_UNIT_GIANTS_
Then let's do it. What do we need to fix via modding?
And if it's true that they stopped, Stardock has gotten the last of my money.
I call B.S. on that. On the last stream barely two weeks ago, they said they were going to be doing a three week long stream on modding the game.
Well, they didn't even bother to tweet that they cancelled this week's dev stream
Well, according to the ability in the files, it should do something, but does actually nothing. Another example of porting from one game to the next.
Ok, working on her custom hero, Chasan the Angel. Chasan is going to have three skill paths to choose from: Army Buffs (things which improve the army), Personal Buffs (things which make Chasan tougher), and Angelic Abilities (spells/abilities to use in combat both offensive and defensive). Chasan will start out with the ability to fly, she's hardy (+1 HP/level and immune to poison since she's an angel), she has the energizing aura ability to heal, and can of course
Yeah. This is my first star dock game, so still learning my way around things. And no worries about insulting, pretty thick skinned. [e digicons]^_^[/e]
Ok, this is the first release of my mod to make the Priestess "better". Link is here . Here is what it does right now. I'm busy working on giving her a brand new hero. I'm going to make the hero a surprise I hope. Not a whole lot to balance test at this point, but if people let me know if they think it's balanced or what woul
Ummm...Well...Gee, when that's checked it worked fine. Never realized that was there...
No, I tried putting things there and they didn't load. I've opened up a thread on it, but no one ever got back to me on it.
Nevermind, it seems that they (Stardock) incorporated them into the 1.3 patch and didn't say anything. <span style="color: #dbdbdb; font-family: Arial, Helvetica, Verdana, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; orphans: auto; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; display:
bump. Has anyone tried any of these or am I just wasting my time?
Alright, for the Divine Items, I've created/modified four items for it: Added Staff of Life, a staff which not only does increased damage vs. shadow creatures, but also can heal all your allies during combat. Tweaked Guardian Blade, a blade which makes the wielder more likely to counterattack those who attack him Added Axe of Holy Fury, an axe which rallies against the damage inflicted upon the World of Elemental by making it more likely for it's wie
Ok, so I'm looking at what kind of new items I want to make priestess specific and I've come up with a couple. Any suggestions or thoughts would be welcome. Celestial Armor (for the torso) Holy Sword (bonus vs. Race_Type_Shadow) Holy Axe (bonus vs. Race_Type_Shadow) Staff of Life (does damage plus grants the ability to use Wellspring 1/99 turns). Holy Bow (bonus vs. Race_Type_Shadow) Other thoughts/ideas?
Guess it depends on if you believe the Dev Stream from last week. According to them, a couple of people are going to be back working on it after Ashes goes Early Access this week.
Hi Everyone: I'm working on a new priestess with what I think are abilities more in-line with her description. I'm also trying to make sure abilities are in more clearly defined paths. You'll see a number of abilities moved about. Some are renamed, some are gone entirely, and th
OK, so I was going to work on developing a new hero for the Priestess. Given that Ashlira is a legendary healer and scholar, I was figuring on one of two different types of hero for her. Option One: A cleric/priestess hero. This hero would be geared towards healing and buffing units to provide sustainability for units. This kind of goes along with the whole theme of them. I see her unlocking abilities like "Mass Healing" (ala Wellspring
Hello: Ok, so I'm trying to use the Mods folder in Libraries/Documents/My Games/SorcererKing/Mods. I've tried putting the file I've modded in the Data folder and nothing happens. I created an English folder in there like the actual game folder has and put it in there and nothing happened. Where does the file go in the Mods folder in order for it to work and not have to overwrite the actual game files?