Page 2 of 7 FirstFirst 1234567 LastLast
Results 21 to 40 of 123

Thread: Special Abilities Be Gone!

  1. #21
    Pnutmaster's Avatar Dominus Qualitatium
    Join Date
    Jan 2006
    Location
    Brooklyn, NY
    Posts
    1,572

    Default Re: Special Abilities Be Gone!

    Yes. I "play" with all of his modules.
    Under the patronage and bound to the service of the
    artist formerly known as Squeakus Maximus
    Stoic Pantheist of S.I.N

  2. #22

  3. #23
    angus young's Avatar Ordinarius
    Join Date
    Oct 2008
    Location
    Villefranche de rouergue France in the south
    Posts
    758

    Default Re: Special Abilities Be Gone!

    ...rep is not working...

  4. #24
    Biarchus
    Join Date
    Aug 2013
    Location
    Realms Unknown
    Posts
    651
    Blog Entries
    3

    Default Re: Special Abilities Be Gone!

    Already so many mods; indeed this is good!

  5. #25

    Default Re: Special Abilities Be Gone!

    Won't be using it myself because I'm kinda ok with the abilities(perhaps coz of my MMO/MOBA past), but thank you for taking the time to make this! Many people were crying out for something like this.

  6. #26

    Default Re: Special Abilities Be Gone!

    +rep... thanks for this and great to have it so soon!

  7. #27

    Default Re: Special Abilities Be Gone!

    Oh yes! I really hated all them flames, mostly because of the godawful special effects. Thank you!

  8. #28

    Default Re: Special Abilities Be Gone!

    btw. could you also please remove "second wind"

  9. #29
    Baleur's Avatar Biarchus
    Join Date
    Sep 2004
    Location
    South Sweden
    Posts
    624

    Default Re: Special Abilities Be Gone!

    But second wind is an ability tied to one of the general stats. If you remove that ability, leveling up that particular stats becomes less rewarding. Kinda would skew the balance in favor of the other 2 attributes.

  10. #30

    Default Re: Special Abilities Be Gone!

    This is damn mental, they had abilities in all TW games and none of these are "magic".People will ing about anything, really.

  11. #31

    Default Re: Special Abilities Be Gone!

    Yay no more magical powers, great work giving things like the Romans the shield wall etc this is a godsend

  12. #32

    Default Re: Special Abilities Be Gone!

    + REP

    Do you have the schema for "land units to units abilities junctions"? I wan't to experiment letting hoplites have the "pikeman phalanx" ability.

  13. #33

    Default Re: Special Abilities Be Gone!

    Quote Originally Posted by Regergek View Post
    This is damn mental, they had abilities in all TW games and none of these are "magic".People will ing about anything, really.
    You mean an ability that suddenly makes a unit loose all its exhaustion or another that makes horse archers shoot flaming arrows or another that for whatever reason makes a unit go into superman mode isn't magic?
    Yeah all TW games had units with abilities but those were very limited and realistic like flaming arrows, form phalanx and stuff not these Pokémon evolution spells

  14. #34

    Default Re: Special Abilities Be Gone!

    Thank you for this mod. I was wondering if you would consider a version that just adds the defensive testudo to all legionary units; as well as removing flaming javelins and arrows? The other abilties don't bother me, and I like using them in combat, but these things certinaly do, and I hate not having more formations to use with Romans.

    Also, any possibly way "defensive testudo" could be added for hoplite units? I'd love to use it with the Greeks!
    Be on alert, stand firm in the faith, act like men, be strong. Let all that you do be done in Love. (1 Corinthians 16:13)

  15. #35

    Default Re: Special Abilities Be Gone!

    You didn't add both Testudo formations

  16. #36

    Default Re: Special Abilities Be Gone!

    Awesome dude, thanks

  17. #37
    Biarchus
    Join Date
    Dec 2012
    Location
    Denmark
    Posts
    641

    Default Re: Special Abilities Be Gone!

    How is using a whip, a spell?

  18. #38

    Default Re: Special Abilities Be Gone!

    Nice Work! Would you be so kind to give us the schematics for the tables you edited ? I would like to give all Hoplite units the Shield Wall ability instead of the Phalanx, because it seems to be less broken. Thanks!

  19. #39
    Bento's Avatar Tiro
    Join Date
    Mar 2011
    Location
    Edinburgh
    Posts
    230

    Default Re: Special Abilities Be Gone!

    A whip that whips 160 men simultaneously is pretty "spell-like" Also removing fatigue, lol, I can just see the general throwing benzedrine pills to 160 men without missing AND instantly ! Rally makes sense, it's the general bellowing at his men - it's not instant or guaranteed

  20. #40

    Default Re: Special Abilities Be Gone!

    Hey pretty please, as you wrote you was going to add both Testuda formations I got really happy, would you please release that version? *shameless repeat begging*

Page 2 of 7 FirstFirst 1234567 LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •