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But the mage himself is still not very damaged (I mean he should be losing a massive chunk of his HP but he isn't at all). I like the impact this mod has on the units around the mage, but I still want the mage to be heavily damaged himself.
I want miscast to actually damage casters WHILE also being noticeable.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2851601216
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2789893818
CA might do something to make vanilla miscasts better after seeing the mods success. When I was testing to get this working with Radious now I didn't notice any of the vanilla miscasts in the first test battle I did, I thought I'd got lucky and pulled off ~8 overcasts without fail until I noticed the mages HP bars at the battle end.
@Morven that sounds great! this mod looks stunning btw, i hope you will continue to make mods in WH3 :)
@WarlordMegaton
Hey it should be fixed and compatible with Radious now.
I was able to replicate the problem, the projectiles_explosions table in each mod shared similar names: Radious was "data__", mine was "data__miscastmod", and the Radious table included the vanilla(?) lines which were overwriting the Miscast Mod entries no matter what order the mods were in the launcher, because "data__" loaded before "data__miscastmod". By changing the Miscast Mod table names to "1data__miscastmod" they loaded before Radious's "data__" table no matter what order the mods were in the launcher, and after changing the table name I was able to confirm the Miscast Mod effects in battle with Radious active both when higher and lower in the launcher list than Miscast Mod.
Let me know how it goes for you.
@Stix_09
Thanks lads.
ENHANCED CAMPAIGN EXPERIENCE COLLECTION:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1527477447
I was mostly just curious of it was a problem someone had encountered and solved already.
Fair point about Dwarf runes being different to other races' magic, akin to the Orcs. I'll have a think about it.
@Mabrima
Give me some time, but I'll have a look at the Radious files and see if there's anything I can do.
@Mabrima
Not sure. You could try unsubscribing and then resubscribing to each mod, verify local files, experiment with the load order.
Miscast Mod effect applied to new Dwarf rune magic miscast.
Thanks mate. Really good video, enjoyed watching that. A few mods there I've missed and will pick up.
Basically the damage is tied to the explosion, so either you have a very large radius explosion that has a smaller level of damage that harms but does not usually kill normal infantry models (but will cause very little relative damage to lord/hero/single entity unit mage), or a small radius explosion that causes high damage, enough to cause noticeable harm to the lord/hero mage. The reason you can't have both is that a high-damage large-radius explosion would insta-kill every normal infantry model it touches, and only one set of damage can be applied per explosion.
Pssst this one's my favorite
so a small direct dmg, that is scaled down by magic resist,...
the explosion is great as it is, looks fantastic (and it really hurts whenever my missile units get surgestruck)
Because the damage is explosive damage it has to be the same for whoever the explosion touches. If the explosion caused vanilla damage (288 + 300AP = 588 total) it would insta-kill every infantry model it touches.
I'd like to include a contact effect timer cooldown to all the mages spells and abilities as an additional miscast penalty, but it interferes with how some spells function: a fireball that miscasts pauses and gets sent at the end of the cooldown timer, so I cut it. Hopefully CA do something more with miscasts in TWW3.
The vanilla detonation damage applied to the immediate tiny radius around the mage of 288 non-AP + 300 AP HP is removed in favour of a dramatic large radius detonation intended to hit and ragdoll more unit entities with mild damage but not slaughtering everything it touches.
(Applies) detonation effects to ragdoll the mage and surrounding units with mild damage (40 HP damage per entity, 20 non-AP plus 20 AP)
Good stuff, thanks mate.
@fan_of_Daniil_Andreev
BMStanfield wrote an excellent guide on how to mod miscasts which I used when starting out. See the change notes of his mod here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/1365339205
Suggesting it as an option btw, if the mod can be made to work with Mod Manager Tool mod and have several values to chose from (blast radius, damage).