Alright, got the game a few days ago and enjoy it quite a lot. However, i'm knowledgable in medieval weapon and armor and find the way they are depicted in game, as well as the tech tree, to be a bit messed up (realism wise). What i plan on doing is readjust some stats, put the weapon and armor in the right order, potentially have a few more weapons for your troops (and heroes) to use and adjust each factions unit (and maybe NPCs) designs accordingly. I plan on making this compatible with other mods. To do that i may have to rework pretty much every weapon and armor in the game (including expansion, i own them all)... Lots of work, but i'm that kind of modder .
What i need to know is:
-Is there a way to set range on randed weapons?
-How does the game decide to add militias in city defense (i want to add more types of militias, spawn more as well)
-Can i tie weapon and armor to what improvements are found in a city (ie make them available only if they are there)?
-Can i add more classes of weapons?
-Can i give greater range to melee weapons?
Well, that's enough for now, but i will surely have even more questions once i'm started.
N/A
Wouldn't that allow everyone to hit Banshees for 5-10% of their normal physical damage, though? Because if I'm interpreting what he said correctly, he wants to have improved weapons around that can (at least partially) bypass Banshee immunity, rather than just nerfing Banshees.
Thanks guys for the imput, i think i have what i need to get started. I think i will restore the damage types, maybe add an Arcane type for the magical weapons i plan on adding... Hum, lots of stuff to do .
One thing to note is that if you decide you don't want to restore cutting and blunt damage, you have access to two damage types that are already fully defined, with associated definitions for defense and resistance against those damage types, that bypass all or almost all defenses currently available in the game (no armors, spells or abilities provide cutting or blunt defense any more, nor do they provide cutting or blunt resistance, to the best of my knowledge - though I only checked CoreArmor.XML and the Banshee ability, so there may be some holdouts still in the game), and without needing to define your own damage types.
Well, i fully intent on toying with the damage types; i have lots of ideas on how to make use of them and creating a variety of weapons from them. I'll make sure to make it understandable to players why they are that way what what is their intended uses.
My mod is going well so far, but i guess i will have to change lots of stuff besides damage types and resist. I will have to edit a lot of descriptions to explain the changes as well.
Small problem: Weapons display what damage types they inflict, but armor don't display what types they protect against (unless it's a resist). How can i change that?
Screw it, i drop the idea of using the damage types. The UI won't allow me to display them correctly, and using them mess up some of the traits/abilities. I can get the desired results by other means.
New question : I have been toying around with weapon scales and noticed the normal scale and the new scale models are both drawn. Stock weapons that are scaled don't seem to have this issue, but if i try to change the scale the bug occur... Not sure if it's a known issue or something i did is causing this, but i would like to know.
Edit: Nevermind. I just figured that the bug comes from the ArtDef, the stock ones appear along the modded one. Still a bug, but at least i can work around it.
When modding weapons, duplicate art defs in the file will duplicate the artwork. Basically do not include the art def with a modded weapon, armor, or mount. If you wish to modify the art def, that can be done, but I do not believe that the artdefs are overwritten only combined.
I just renamed the art def, no duplicate then.
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