Evalora
Member
posted 06-01-12 06:45 AM
EDT (US)
602 / 952
Is the number of abilities hard coded into the game? I also loved the build watch tower ability since it was unique that you could place a destroyable/repairable fortification in the world, even if it was only present on one custom unit in 1.4.
Making your own underground fortchannelpathroad is also pretty grand, though.
Evalora
Member
posted 06-01-12 09:12 AM
EDT (US)
604 / 952
I could probably actually comprehend it, judging by the years I spent screwing with mmorpg servers.
One thing I've been noticing lately is a lot of undergrounds/shadow realms that use less than 5% of the map size for their terrain, I rarely see things like this but it does make an otherwise sterling random map rather ruined, is it possible to force generation to use at least a % of the map size for its terrain and if it is, could that be offloaded into your external configuration when it's out?
Evalora
Member
posted 06-01-12 11:48 AM
EDT (US)
606 / 952
Even the original makers approve of your mod, no? I guess the source code release is impossible since the game has circumvented the gray zone of 'not sold anywhere anymore' from steam release, but one can always hope.
tomlittlefatty
Member
posted 07-03-12 08:12 AM
EDT (US)
614 / 952
Hi! This patch is so great and I've been playing it for a long time! Thx for your guys' efforts really, you are all great!
But I have encountered a problem which I don't know if it's a bug of this patch or sth else.. I found that units with the ability "summoned" cannot regain their lost hp through days as other units. what's more, the regeneration ability of summoned units cannot take effect either. Why does that happen.. Can I and how can I modify that through the editor? Thx!
tomlittlefatty
Member
posted 07-03-12 09:53 AM
EDT (US)
616 / 952
wow.... i didnt know that... thx!
Henny
Member
posted 07-10-12 02:54 PM
EDT (US)
623 / 952
This is a very good patch/mod, and I applaud the MP Evolution team for its efforts. I've always played Single Player, but recently played a few games against my brother, to much joy. Anyway, I have a proposal regarding the Slither. I think I should have Venomous Spit II instead of Venomous Spit and Marksmanship at the start, as it would then have 15 Atk, 9 Dmg, instead of 14 Atk, 9 Dmg. If it has Ven. Spit as its primary offensive weapon, it should be especially good at it, due to the abundance of units with Poison Imm. and Poison Pro. It seems weak compared to the other lvl. 2 "venom swimmers", as the Rogueīs Poison Darts are at least partly physical, and Abomination can use Entangle.