[edit] v2.0b available for download
Sling: +2 Blunt, Cooldown 2, Range 8, requires Training tech.Throwing Knives: +3 Piercing, Cooldown 3, Range 3, requires 2 metal & weaponry techThrowing Axes: +4 Cutting, Cooldown 4, Range 2, requires 2 metal & weaponry techAll item attacks scale with unit size, and are now resistable by the target's corresponding defense ratings.This mod includes a new type of unit stat (Attack_Thrown), that can be used to add all sort of useful things to throw at the enemy. Currently, those thrown stats are being added to base melee numbers, so melee attacks are a bit stronger at lower tech levels, but the effect should diminish as melee weapons ratings improve. I will work on eliminating this bonus in future versions.Material and tech prerequisites have been re-added to the items (see above).I have also cleaned up the graphics for slings, as well as various art definitions that caused unexpected results in inventory and shop screens.Finally, in v2.0, all vanilla throwing knives are replaced by the upgraded version in this mod.Many thanks to crimsongekko for the feedback on v1.0
You can find them here:
http://fallenenchantress.nexusmods.com/mods/27
Interesting, I will take a look at this once I get to the weapon portion of my mod.
looks good, is this compatible with stormworld and the new unitstats it adds?
Nice. This is very similar to something i wanted to mod, but my modding is happening at a slower pace than i originally intended.
I don't see why it wouldn't, but I haven't tested it with StormWorld
It's compatible.
If anyone has feedback on this mod, please let me know. I'd like to hear your thoughts.
After further testing, I'm pretty sure this mod doesn't work as described, so I pulled it off of Nexus.
what's wrong with it? it seems to work just fine for me.
Does it? Well maybe I was just cheesed about some other mod stuff not working and didn't have a clear head.
I noticed some missing tags and some cleanup that could be done on the art defs anyways, so I'll fix that stuff and put it back up.
What I don't think was working was the damage scaling. I could have sworn it worked when I put v1.0 up... maybe I was just tired last night.
what I've noticed is the sling icon looking bad, and the knives doing too much damage I think? I've thrown them for some 11 damage iirc which does seem excessive. aside from that the items pop up from lairs, are available when designing units and are functions ( not sure if damage calculations are correct though )
The damage calculations aren't correct, and damage isn't working exactly as intended -- there is an issue with spell/special attacks and how they calculate -- I'll fix the cosmetic stuff and put it back up, then I'll work on the attack/damage part.
Thanks for the feedback, man.
you're welcome, hopefully you can figure out what's wrong
also Ginsu knives could get renamed to throwing knived and replace the vanilla ones I think, it's a bit weird to have two different kinds of those ingame. "ginsu knives" as a name is too obviously modded in imo, better have it blend in with the rest.
Ah, I agree -- I called them that to differentiate them while I was building the mod, and just never changed it. I'll knock that out, too
v2.0 up
Great!
Just recently started a game with v1 and like what I see so far. Looking forward to trying out the new version now.
nice to see this back on the nexus all fixed now then?
Glad you guys are enthusiastic!
Yeah, everything should work great -- one thing, I took out leveling bonuses in this one, if I need to put them back in, please let me know . I can add it back in quickly.
Can they be dodged? All the times I'd thrown them, I'd never seen an actual dodge result -- I thought it only applied to actual ranged attacks.
The resist feature seemed reasonable enough, but I'll upload a version 2.0a that removes it, if you wouldn't mind running it and letting me know which of the two you prefer.
Thanks again for the feedback
if you've tested and dodging indeed doesn't work, then resist is good but I'd link it to ranged dodge instead of defense if possible. ( defense should still reduce the damage as it does for arrows, right? )
rlane48, do you consider making a configuration file for mod manager for your mod?
Yes, I have considered it and I certainly will do it -- I'll make them when I post up 2.0a
OK, versions v2.0b is up.
v2.0b includes three versions:
Each version includes the previous.
Mod Manager version is coming, but I need to make sure it doesn't wipe out all files in the mods/gfx directory when uninstalled.
Anyone want to help out with this? It looks like uninstalling will always kill the mods/gfx directory, regardless of how I put the files in (wildcard or absolute).
Is this standard for the current version of the Mod Manager?
Playtested the mod with Stormworld.
Had some fun, with web throwing units of Drota, and slinging them.
However the overall feel was they don't scale.
Much like the original throwing knifes, they do minimal damage to begin with and become obsolete later on.
I think, that cooldown is unnecessary for sling at least (though, that could make them overused by bandits if put on throwing knifes).
You could also add bandit units equipped with those to see them ingame used by monsters.
so first, they could receive +1 damage per level
The throwing knives could be boosted either by 5% crit chance or by additional attack
sling with 5% stun chance
and axes with aditional damage like 6 to begin with.
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