Ideas for next mods
Here’s another idea for version 3.7 don’t want 3.6 delayed, (hope it hasn’t been mentioned yet, this thread is getting very long) how about giving quest huts the ability to grant passage through a border guard. Then you would not need to place a keymaster tent in a way that only the desired player can get to it, or have to bomb it later.
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LoL, good joke...jeff wrote:Here’s another idea for version 3.7 don’t want 3.6 delayed
More ideas:
Change little the script of the enemy... For example when i go with little Hero Level 1 and i go to attack enemy's castle, so the enemy come to his castle to protect, and he stay there...
Can you change it like if the enemy see that you a weak so he go to attack you and will not stay into the castle, because from little hero i can see all what he do... And it's not fun anymore...
I hope the idea is easy to make and is a good idea.
Black Dragon...
Actually not a joke Dalai himself has mentioned version 3.7, but another idea. I have noticed one of the commands in the editor help file is Remove This Object, now I have never encountered this as an actual option. So would it be possible to activate this command for buildings that can currently be bombed, such as quest huts border gates and so on.BDragon wrote:LoL, good joke...jeff wrote:Here’s another idea for version 3.7 don’t want 3.6 delayed
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Is there any reason why you can't use a quest gate for this?jeff wrote:Here’s another idea for version 3.7 don’t want 3.6 delayed, (hope it hasn’t been mentioned yet, this thread is getting very long) how about giving quest huts the ability to grant passage through a border guard. Then you would not need to place a keymaster tent in a way that only the desired player can get to it, or have to bomb it later.
But 'Remove This Object' is in use. If for instance you have 10 placed event markers with the same name, and you want to remove them as the player steps on the markers, you use this to remove only the placed event holder for that hex, while keeping the remaining placed events working.jeff wrote:I have noticed one of the commands in the editor help file is Remove This Object, now I have never encountered this as an actual option. So would it be possible to activate this command for buildings that can currently be bombed, such as quest huts border gates and so on.
None really, just thought it might be a nice capability to have.Robenhagen wrote:jeff wrote:Here’s another idea for version 3.7 don’t want 3.6 delayed, (hope it hasn’t been mentioned yet, this thread is getting very long) how about giving quest huts the ability to grant passage through a border guard. Then you would not need to place a keymaster tent in a way that only the desired player can get to it, or have to bomb it later.
Is there any reason why you can't use a quest gate for this? .
I never actually noticed that before in the placed events drop down menu , but it would still be nice to have it available for the other objects that can be bombed.Robenhagen wrote:But 'Remove This Object' is in use. If for instance you have 10 placed event markers with the same name, and you want to remove them as the player steps on the markers, you use this to remove only the placed event holder for that hex, while keeping the remaining placed events working.jeff wrote:I have noticed one of the commands in the editor help file is Remove This Object, now I have never encountered this as an actual option. So would it be possible to activate this command for buildings that can currently be bombed, such as quest huts border gates and so on.
But as I said lets not delay version 3.6 for any of these.
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what?
What i'd like generally is further stretching heroes development possibilities. There are already enhanced hero classes for heroes focussing on 2 skill types. That's just fine.
but already in the original game there is a further extended class, i think, in english the title would be "Archmage": A hero having enough skills in 3 magic schools. This idea could be extended to new classes which all require specialisation in 3 skill types.
And what about special extended classes for heroes specialising in 2 opposite magic skills? What about a hero specialised in life and death magic? Or in order and chaos magic?
And what about a hero class specialising in 3 non-magical skill types? And what about further enhanced classes having f.ex. 4 complete skill stacks?
but already in the original game there is a further extended class, i think, in english the title would be "Archmage": A hero having enough skills in 3 magic schools. This idea could be extended to new classes which all require specialisation in 3 skill types.
And what about special extended classes for heroes specialising in 2 opposite magic skills? What about a hero specialised in life and death magic? Or in order and chaos magic?
And what about a hero class specialising in 3 non-magical skill types? And what about further enhanced classes having f.ex. 4 complete skill stacks?
I'd like that too, Siegfried.
All combinations of 2 skills, including deat+life and chaos+order, are, however, allready covered. But more 3-skills-combinations would be nice.
When you have a sorcerer you will most likely upgrade his/hers chaos magic on most level-ups, and maybe throw in a couple of combat skills to stand harder beatings. So you end up with a fireguard. I'm getting tired of fireguards. And Battle Mages. Not to mention Beastmasters. Oh God, do something with the beastmasters. It would be cool if a third skill affected the class.
Instead of a bunch of new classes, subclasses could also be a possibility. To make it simpler for the Equilibris team, maybe every skill should have the same effect to a hero class when being the third skill, no matter what the class is.
I would also like to see the effect of the class increased with the mastery of the second (and third) skill.
All combinations of 2 skills, including deat+life and chaos+order, are, however, allready covered. But more 3-skills-combinations would be nice.
When you have a sorcerer you will most likely upgrade his/hers chaos magic on most level-ups, and maybe throw in a couple of combat skills to stand harder beatings. So you end up with a fireguard. I'm getting tired of fireguards. And Battle Mages. Not to mention Beastmasters. Oh God, do something with the beastmasters. It would be cool if a third skill affected the class.
Instead of a bunch of new classes, subclasses could also be a possibility. To make it simpler for the Equilibris team, maybe every skill should have the same effect to a hero class when being the third skill, no matter what the class is.
I would also like to see the effect of the class increased with the mastery of the second (and third) skill.
hidden objects
Hi,
one more thing i'd urgently recommend: There are some "hidden" objects in H4. They are already there, but some of them do not have any function. Please bring them to function. Mainly these are:
A 2-waggon quest hut. Simply make it an usable quest hut
6 "victory flags", one in each possible player colour. They are already having a help text saying that they increase morale as long as they are standing. So a) please make them doing that, and b) make them removable/pickable/destroyable. Optimal would be if they where pickable, carried like artifacts (without doing whatsoever) and placeable anywhere, then increasing morale of all armies of that colour. Additionally these artifacts should be handlable by scripts (check if hero carries that artifact, give a hero that artifact, remove that artifact from hero, ...)
I simply hate dead objects lying around for nothing. They are already there so they should be usable and useful.
one more thing i'd urgently recommend: There are some "hidden" objects in H4. They are already there, but some of them do not have any function. Please bring them to function. Mainly these are:
A 2-waggon quest hut. Simply make it an usable quest hut
6 "victory flags", one in each possible player colour. They are already having a help text saying that they increase morale as long as they are standing. So a) please make them doing that, and b) make them removable/pickable/destroyable. Optimal would be if they where pickable, carried like artifacts (without doing whatsoever) and placeable anywhere, then increasing morale of all armies of that colour. Additionally these artifacts should be handlable by scripts (check if hero carries that artifact, give a hero that artifact, remove that artifact from hero, ...)
I simply hate dead objects lying around for nothing. They are already there so they should be usable and useful.
Yes, Wagon quest hut is working
To be 100% exact, we created new object and used existing graphics, there are 2 wagon objects, one of which is working as QH.
Regarding gargoyles, necromancy will be changed a bit (for better, of course!) and arguments for putting Gargoyles into necromancy menu will no longer be viable.
To be 100% exact, we created new object and used existing graphics, there are 2 wagon objects, one of which is working as QH.
Regarding gargoyles, necromancy will be changed a bit (for better, of course!) and arguments for putting Gargoyles into necromancy menu will no longer be viable.
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