mqpiffle

mqpiffle

Joined Member # 4257179
28 Posts 722 Replies 4,170 Reputation

[quote who="AlLanMandragoran" reply="3" id="3499584"] Oh, cool thanks. It sounds like if I modded this, it would be any random effect? Would I be able to limit web to specific "web-type" effects or could I possibly get something crazy like a frozen effect or a on fire effect that would make no sense? I may need to stop being lazy and dabble in minor modding. [/quote] And to actually answer the rest of your questions, you define the actual possible effects of the ability

7 Replies 4,838 Views

[quote who="AlLanMandragoran" reply="3" id="3499584"] Oh, cool thanks. It sounds like if I modded this, it would be any random effect? Would I be able to limit web to specific "web-type" effects or could I possibly get something crazy like a frozen effect or a on fire effect that would make no sense? I may need to stop being lazy and dabble in minor modding. [/quote] I wasn't necessarily suggesting that you do it, I'm just pointing out that it is an int

7 Replies 4,838 Views

[quote who="AlLanMandragoran" reply="1" id="3499572"] What if certain traits point to a table of possible effects and randomly chooses the effect from the table? In other words, all effect chances are weighted the same but the game randomly chooses the effect from the table's list of values. The table pointed to by the trait might the "Movement Impairing" table, thus the trait will choose an effect that makes sense for the trait. [/quote] This is easy to do in the curren

7 Replies 4,838 Views

Some infos I think are necessary to show on the Unit Details Screen: Enchanctments cast upon a unit, as well as a way to disenchant them Other status effects currently affecting the unit Elemental Resistances Also, the Skills tab seems to be bugged, as nothing is showing up under there.

1 Replies 3,810 Views

Unlike the Elemental titles, armor and weapon initiative penalties (or encumbrance from the earlier titles) in SK have all but disappeared with a few exceptions, notably bows. Now we have a system of limited resources: not every trained unit is going to be able to equip a full set of Plate armor. In LH for example, the player almost never thought of not training units with the best armor because the metal resource was almost always plentiful. With crafting, Platinum is rare and

5 Replies 6,283 Views

[quote who="ScottTykoski" reply="12" id="3498960"] Those were some ROUGH first area battles. [/quote] Stalkers are particularly ridiculous in the early game right now. Maybe instead of Maul, they could get a Pounce ability (basically move to any open tile on the map, once per battle) and a Double Strike ability representing a double claw swipe. I'd like to see the bears make a return appearence to SK.

23 Replies 43,970 Views

Will these quests and/or the outcomes of the choices be somewhat randomized so if the outcome of the player's choice isn't optimal the player could save scum? Or if the same quest comes up next game the player will know which option to pick for which outcome because of past playthroughs? Unlike many 4x games I think a game like this really needs to focus on replayability in all aspects of the game because the final goal is always the same. Thus a modicum of

7 Replies 24,814 Views

I still think they ought to scrap the whole 'tree' idea and just have the player pick from a diverse yet roughly equal set of possible skill choices. The tree idea is outdated and bland and unnecessarily restricts replayability. The entire game is assymetrical, so who cares if the choices aren't exactly even or progressive? This isn't WoW, for criminy's sake.

12 Replies 31,021 Views

In my last game I had the recipe for the Sovereign's Sword. When found as loot it has the level 18 prereq on it. When crafted, it does not [e digicons]}:)[/e]

15 Replies 32,673 Views