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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 435 pages long: 1 50 ... 75 76 77 78 79 ... 100 150 200 250 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 23, 2015 12:58 PM
Edited by magnomagus at 13:05, 23 Oct 2015.

with regards to Barbarian AI:

You may be right, but also take in mind sometimes the game randomly attributes a different 'role mode' (listed somewhere in mapeditor) to a hero that can cause it to severely underperform

Quote:
You are mentioning a case where losing too much of hero's army in defeating one of several AI, brings human player in state of "hibernation" where all that is left as choice is waiting for new armies to be picked up before continuing the game.


The belt templates have a relatively large amount of exploration space per town in comparison to other templates, but this was intentionally as some people will like this. Because of this however 'hibernation' as you call it is not always avoidable.


Quote:
As in for having too much resources that cant be used, MMH5.5 introduces a building where one can swap resources for gaining creatures.


True, this building was intended to equalize the other factions with fortress/academy late game. But rarely the RMG can decide not to place it (the smaller the map the smaller the chance it appears)

Quote:
(also @ magno)
As of "...developing system that should force me to spend resources in late game...": Maybe a New building/set_of_buildings can be introduced where one can recruit some Super creatures (fiery Dragon, rust dragon, azure dragon)? Although must be observed that such thing must be done very carefully in order not to usurp everything that is achieved so far with MMH5.5 (I have no doubts that magno can do this ) Having the option of being able to recruit a Super creature for excessive amount of resources, lets say 100 gems + (value) of gold for a Fiery Dragon, means achieving at least two things for the game:
- fills the gap of having too much resources at late game, not knowing what to do with them;
- maybe some new, viable and interesting tactics will be added to the game where player intentionally tries to acquire some super creature in order to replace some weakness in his game tactic options.


NCF has issues with 31j, but phoenix are already intended as super creatures, i know the dwellings are not enough, but the idea is to collect all resource artifacts (even multiple times) you won't need them on Xl maps, then exchange them for cornucopia -> then offer cornucopia at temple and receive large stack of phoenix.
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jadw8888
jadw8888


Hired Hero
Avenger Ultimate
posted October 23, 2015 03:09 PM

Just got this patch and had some great hotseat games on it. Thrashed the "heroic" orcs on My Home is My Castle as Anwen. She finally gets some justice given the poor stats / avenger boost she had in the official version. 4 attack on day 1 and better chance for Basic Offence made my day. Building dragons got easier with 20 ore cost instead of 15 crystals.

Just a question about the interface (this happens on 3,1j too) - when it's the AI turn, the progress bar appears at the bottom of the screen with only a strip of colour (no text saying "red player turn") and there's a pixel-wide strip showing the map with the rest covered by a black screen. Is this a bug or did Quantomas intend it?

Is there any way in a .ini file or otherwise to see that map on AI turns and not the black screen?


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devilfire
devilfire


Adventuring Hero
posted October 23, 2015 10:36 PM
Edited by devilfire at 23:08, 23 Oct 2015.

I have never seen that building, what does it do and how does it balance the other races compared to Academy and Fortress ?

The Super Creatures idea is good, too bad it cannot be implemented because of the NCF. Is there a elementals recruiting building ?

Also, is this mod included ?

http://heroescommunity.com/viewthread.php3?TID=25209&pagenumber=1

Also, there is one really good looking model in the "List of Downloadable MODs at HC" thread, its called Planeswalker, maybe its possible to use the model for a Necropolis hero ?

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Belisarius
Belisarius


Promising
Known Hero
posted October 24, 2015 04:38 AM
Edited by Belisarius at 08:40, 24 Oct 2015.

This is the building: Temple of Summoning



How does it work:
1. It offers you native creatures for visiting hero in return it asks for some quantity of any one type resource.
2. It offers you neutral creatures for some artifacts that are giving resources. For example you have found some artifact that gives resources every week, lets say this one:



It gives sulfur. If you offer it to the Temple, it would offer you some amount of elementals in return, as it is explained on the image.
What happens is that when you go to the Temple first a yes/no (OK or Cancel) box is opened asking you if you want to exchange resources for creatures. If you go Cancel then another question is asked if you want to exchange your artifact for some elementals.
Another thing is that if you have all six artifacts for each resource type except gold you can visit Arcane Library first and exchange them to get artifact: Cornucopia. This one gives resources every day, last day of week it gives gold.
If you offer Cornucopia to the Temple of Summoning, it will give you Phoenixes.
No. elementals = 3 times weeks passed. No. Phoenixes = weeks passed.

# Super Creature: I think present Phoenix stats are too week for it to be considered super creature. Also considered that number of lets say 40 Phoenixes at 40th week (10th month) is too low to be considered as Super Stack of creatures. So to have super creatures, and adequately to add new viable tactic to the game, either stats or number of Phoenixes needs to be changed (increased). Maybe 2 Phoenixes per week as growth. (Or some more complex formula added).

I never even thought about NCF. For adding super creature I supposed it is possible to redraw and give stats to some creature already existing in the game. (some that is not used atm)

What about Dark Knights? Dark Knights are very popular in heroes community. Can growth be added to their existing building? Or maybe a new building is needed? Or remaking of current one...

Fortress and Academy, because of their race specialties, can use resources that they have to improve their creatures. Adding runes and artifacts and so making their stockpiled resources meaningful in the late game.
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Dredknight
Dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 24, 2015 08:53 AM
Edited by Dredknight at 10:29, 24 Oct 2015.

1 phoenix per week seems good. Your comparison criteria takes only thecase of ultimate maps with many castles to develop.
You dont take on mind that phoenix are ultra fast, resurrect and have superior skills (aside from the fire shield). Remember you can find and bring more than one artifact of that kind on ultimate maps.

Regarding other races situation with resources, is it possible to replenish necropolis dark points? If yes this could be the Necromancers solution.

Haven can train units. May be at some point of the game you give them availability to a pre leveled trainer hero that they can use for training. This solve the issue with them too.

Dungeon - is it possible to edit formula of sacrificial pit?
Using resources besides monsters could be nice but not sure if even possible.

Inferno -not sure what to do with them as gating will multiply that result.

Stronghold - they have a warrior Hut building which is pretty useless for the moment. No idea for them either.

Sylvan - blank.


P.S.

Magno, could we use this mod? It fixes names for some abilities (or make them better). I can get on with implementing it while making the BG translation.

http://heroescommunity.com/viewthread.php3?TID=22967&pagenumber=7
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Belisarius
Belisarius


Promising
Known Hero
posted October 24, 2015 10:38 AM
Edited by Belisarius at 10:59, 24 Oct 2015.

1 Phoenix per week is perfect atm, I agree. (as thing are now)

Thing is, if we are discussing the introduction of a super creature concept, then I cant say that a Phoenix as is now can be considered a super creature. It simply doesn't add up:



Looks like a regular 7 lvl creature. (more or less) So as is now it's perfectly balanced and nothing needs to be changed.

But then again If we are discussing the introduction of a super creature concept; and the way it is going to be done is by using Temple of Summoning and Phoenixes from it; Then something needs to be changed: either Phoenix stats, or numbers given at Temple. (or both)
As i said in a earlier post, such thing as putting a super creature in game, must be done with caution, in order not to break the game and not to destroy everything achieved so far.

PS:
@dredknight
Have you found a way for the game to be able to properly display Cyrillic letters? I want to make Macedonian translation. Or maybe I will just wait for your BG translation and then make some changes to it. Pozelavam ti priaten den. (no Cyrillic here)
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 24, 2015 11:11 AM
Edited by dredknight at 11:11, 24 Oct 2015.

Hahaha.

Yes I did. I have to add Cyrillic font and it will work.
You can wait for my translation, no problemo.
I will find some time to start actually doing it the following weeks as I have been busy with QA-ing and doing HR on the russian forums.

Lek den i na teb!
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Nordos
Nordos


Known Hero
posted October 24, 2015 11:54 AM

I can't seem to understand how anyone would have too much money?
After the second town is taken, you can't even buy all different tiers, since you are missing the income.
Lets say, all in all, you get 8k per day. Dungeon Lineup costs:
12*175 + 800*6 + 450*8 + 12*200 + 2*3700 + 4*1700 + 14*100
28500, so for two towns that would be 57000 per week.
This in total is over 8k per day. Thus you need 3 cities, one of them without buying anything and even 'normal' mines to trade recources to get your complete lineup! And I didn't even factor dwellings into it.

So I don't understand how you all have too much recources and can't seem to spend anything? I myself waste a lot of Gold to aquire artifacts or use a memory mentor.

Sure, if you play with one castle per player, it would be feasable. That is, if you trade your recources for money or get some income through Heroes/Mines/recource buildings.


Regarding Neutral creatures: They are too weak in comparison.
You get one Phoenix per week, but at least 2 Dragons. Thus, I would rather use the dragons then the Phoenix. Especially, since the supply of Phoenix is far more complicated (you have to recruit it at the building first, or you need special artifacts, etc.)
Similar the Mummy and Deathknight building. You get 3 Mummies per week. Or, you could buy 6 Lich per week.
So, what does speak for the mummies? Eh, he can cast stuff. Wait, the Lich can aswell!
Ehm. If he attacks, he curses his enemies (pretty useful). They do have more Ini.
Contra: They are melee. They deal less damage. They have less life, they can't revive, they are slow as hell, they have less A/D, they cost more and the most crucial one: They have less Growth.

I simply see no reason whatsoever to get those mummies. They maybe worth their money in some way, but not worth their spots.
You can't revive them using Dark Energy. You have always far less. These two points simply destroy any reason to get them altogether.
The only difference may be the Hero who recieves Mummies per week. But then you need a Building where you can recruit it to get it a similar level as the amount of Liches. Given, that he reaches level 26, it would only mean that you have as many mummies as liches (as said, not counting revive), while it lagged behind in the early stage of the game (you need that building as well as a high level).


I personally ignore all neutral creatures. They simply don't seem to be worth it.

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Dredknight
Dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 24, 2015 12:56 PM
Edited by Dredknight at 13:00, 24 Oct 2015.

Plot twist - you can take the phoenix in stead of assassins, zombies, gargoyles, Peasants, familiars or other unit which usefulness is questionable at that point of the game

P.s. Magno is it normal that Haven marksman have both scatter shot and precise shot?
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Nordos
Nordos


Known Hero
posted October 24, 2015 01:09 PM
Edited by Nordos at 13:16, 24 Oct 2015.

Well, yes, you can. But either you run around with all Stacks (which I do not do, I admit), or you simply do not need them.
For me, they are counterproductive. While they add to my forces, I have to keep them alive as well. Thats harder then you might tink, especially when playing on higher Monster Settings (currently I am playing triple Impossible, running around with Skeletons, Vamps and Ghosts. Everything else would be too troublesome to revive and prevent from dying).

I don't know which stack I would replace in the long run (Assassins not for sure ), since they all outpower the Phoenix in the end.
Especially when all these 'Dungeons' and Buildings (Temple of Offering) are geared towards giving you creatures from your own faction.

BTW, I never was able to summon phoenixes. What is needed for that? That artifact you get when you sacrifice all recource generators? Well, in all my time I haven't completed it once (well, I only ever was able to trade in one set so far, and the opponent was basically dead at this point), and I assume you only get a fixed amount of Phoenix, right?
So, after 1-2 months they are outdated once again. No need to keep them, IMO.



Whats really useless at this point is, IMO, the dwelling which gives Mummies or Death Knights, though.
It simply doesn't add up, especially if you don't play Necro...


EDIT:
Regarding Monster Setting Impossible:
It is somewhat strange. Artifacts are guarded by Legions of Monsters, while the connection points between areas are far weaker. Additionally, each Dungeon is easier then 'normal' stacks, while you often gain more from them (Stats, creatures, artifacts...)
Additionally, stat raising buildings are weakly guarded as well. In some cases, it is 1/5 of the amount of creatures guarding artifacts and other buildings (as artifact merchants and the like)

All in all, you would rather raid all these dungeons then to willingly attack normal stacks placed around your starting area, which is a bit ... strange.
Just a heads up

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 24, 2015 01:55 PM

I will come back to various points later, for now I would like to say thank you for all your support.

Yesterday RC2 was downloaded 2000 times
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Belisarius
Belisarius


Promising
Known Hero
posted October 24, 2015 02:04 PM
Edited by Belisarius at 14:21, 24 Oct 2015.

@dredknight

"Plot twist - you can take the phoenix in stead of assassins, zombies, gargoyles, Peasants, familiars or other unit which usefulness is questionable at that point of the game "

Of course you can. Everything is fine with that. Temple of Summoning is a great building. If at any point of the game, for what ever reason one ends up with a lot of resources that cant be spent in another, more productive way, it is very good option to have. Plus you have neutral creatures for artifacts, besides your native ones for resources...

What I was discussing, when I mentioned changing stat or number of Phoenixes is the option of introducing Super creatures into the game mechanics. Whereas I do not recognize Phoenix (as they are atm) as a super creature.

@nordos

"Whats really useless at this point is, IMO, the dwelling which gives Mummies or Death Knights, though.
It simply doesn't add up, especially if you don't play Necro..."

I totally agree on this one. If anything, this dwelling has only emotional meaning to the game. Having in mind that a lot of people from heroes community like to have Dark Knights in the game.

PS: @magno
2000 times in one day?! Even 2000 overall is huge!

PS2: You know magno I think I remember a time, years ago, when you where trying to convince people like Quantomas, Markkur and others that this was the real way to do it. An overall remake of the game, on all aspects. YOU WERE RIGHT! I am very happy for you...
And for me (well OK, for all of us) cause now we have the game we were supposed to have from the beginning.
What I am gonna do now is, I am gonna find my self a H3 suc..player from my old gang and BRAG ABOUT IT!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 24, 2015 02:21 PM

Ever since the titans expansion messed up the game Age of Mythology I'm not much a fan of super creatures, just like super skills the resolve the game to a linear pattern of getting the super creatures.

I know the situation with dark knights is poor, Nival kinda gave up on them, they made a great model, then slapped a very mediocre overly pink
texture on them and a ridiculous overpowered ability.

What I need foremost is a professionally done texture set of upgrade and downgrade, that way they can become lvl 6, wights lvl6.5 and dragons 'real lvl7'.

@Nordos:

Monster setting Impossible is ridiculous, but there is nothing I can do about it at the moment

@dredknight:
precise shot range was nerfed back to 3 tiles.
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Nordos
Nordos


Known Hero
posted October 24, 2015 02:33 PM

How about changing Phoenix in this way:
A/D 0
Dmg: 5 - 195

So, since Attack and Defense is 0, it is very weak (comparable) as a neutral creature, but gets huge benefits when in the army of a Hero (a Dragon can, often, double his stats. Lets say, it deals double the damage, since it does around 50-60 average damage, it would still deal only around half as much).
The low minimum and high maximum damage can be manipulated easily - either by bless, or if they are on the opponents side (neutral, too), you can curse them, nerfing their damage into oblivion.

Now, they are a powerful force in the army of a Hero, but can still be dealt with when placed on the map.
Cost can be increased to at least twice as much as a Dragon, maybe even making him cost one of each recource.


Death Knight would get a weaker Body, with far less damage but Deadly Strike as it used to be. It can now be used in the lategame, since Deadly Strike is a very powerful ability and can offset the disadvantage of having fewer and weaker creatures.


Regarding Mummies, return its Animate Dead. Maybe even some special ability like Power Feed? It would now be an interesting addition to other factions as well, mainly Academy. This ability too may offset the inherent disadvantage.


Wolfs are fine as they are. Their ability to duplicate can be quite strong. Though since they have no building where they can be recruited, I don't know if you get enough of them - their only means is the Temple of Summoning, right?


Elementals. Actually, I don't know. Maybe slightly increase the amount of elementals gained by Shatter Skills? Though ... when mentoring 7 Heroes, giving them all Shatters if possible, you may cultivate a huge army. Then again, if the faction who did this was necro, that would be the least of your worries.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 24, 2015 03:16 PM

Quote:
PS: @magno
2000 times in one day?! Even 2000 overall is huge!


LOL, no I meant 2000 downloads in 2 months, if you want to achieve 2000 downloads in one day you need to make a very mediocre game receiving mostly negative reception on steam and then sell it for 49,99 euro.
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olorin
olorin


Adventuring Hero
tophatchild.blogspot.com
posted October 24, 2015 03:53 PM

Quote:
if you want to achieve 2000 downloads in one day you need to make a very mediocre game receiving mostly negative reception on steam and then sell it for 49,99 euro.


XDDDD Exactly!! , hahaha. What a shame... How's even possible at all??

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 24, 2015 03:53 PM
Edited by dredknight at 15:55, 24 Oct 2015.

Regarding mummies and all heroes whose specialization is neutral creatures - I agree with you. You just cant get enough count through the game so they are viable (at any point).

Regarding elementals - cant say if they are strong or weak, I never tried a game where i play to get them as a proper unit. May be I will try this it may turn nice but till somebody has exclusively tested this strategy dont bother balancing it on theory thoughts.

Belisarius, alright, actually super creatures sounds fun as just another game possibility - Lord or Thunder, Shadow Dragon ,Azure dragon etc.  They were very nice in h3 they can be nice here too.
In case they are introduced one should not be able to get enough of them. They should be very expensive and only available on big maps (or available on small maps but you just cant afford it economically).

Nordos, I agree with you regarding the economic state of the player on big maps. Owning 2 castles is huge burden on the economy because unlike Heroes 3 buildings here are  more expensive (and require more upgrades), you also need to build more to gain the proper town level for unlocking high tiers. The economy of the game is.

What people want (or at least what I want) is that you can spend the money on other things besides building castles.

For example you may decide not to develop a second castle but to go on neutral creature rampage and get alternative army.

Inevitably really huge armies (like the one besalius showed us) really break the balance of the game at some point. Magic schools become either obsolete -(most destruction and summoning spells) or too strong (high level dark magic, old vengeance as we know it).
This can be capped by introducing taxes.

Each castle can maintain X populations of each tier.
for every population above that number you get a tax per day/week which grows exponentially. This will prevent you from getting too much army to the point of being invincible.

Every next castle (faction does not matter) you get adds another X to the available maintenance. So the more castles the more army.

I also wish the same multiplication could go for spells and more magic guilds as it was in heroes kingdoms game. There it was like this - Each magic guild get one level 5 spell. if it is summoning you get X% increase in overall school performance (damage, duration etc. depending on the spell effect).

in Heroes V spells effect can increase based on the number of magic guilds raised to lvl 5. Simple as that sounds OK but in codewise it is impossible. If this was possible there would be no difference between magic and might hero. because Magic and Might would scale out equally.

Yaayyyy!!!
@Magno, congratulations on the 2000`s !
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devilfire
devilfire


Adventuring Hero
posted October 24, 2015 05:35 PM

I found a working Yeti mod. I have never seen it in game but it says that this creature was locked in the map editor and map and could not appear without the mod, its not NCF based. Someone can test that.

If you have interest I can send you the mod, maybe it can become something like a Behemoth from MMH 7 -> leap and armor reduction (we have both in the game, so its not gonna need anything that is not already here).

My question got burried, is the "Ballista towers" mod included ? (there are creatures at the towers and most of the time a stronger one in the middle, its created by Magnomagus long ago). If not, you can include it if you want, heres the link:

http://heroescommunity.com/viewthread.php3?TID=25209&pagenumber=1

Can you use the creature models for hero models ? If so, check Planeswalker, it fits Necropolis pretty well. I can`t give a page because its from the mods section and it does not have a page, just a download link.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 24, 2015 05:58 PM

I'm only interested in a yeti mod if it is properly animated

I thought ballista towers is already included.

with reagrds to phoenixes i would like to add, the archmage codex also summons phoenixes and the amount of dwellings placed by the RMG is random.
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devilfire
devilfire


Adventuring Hero
posted October 24, 2015 07:09 PM
Edited by devilfire at 19:15, 24 Oct 2015.

http://heroescommunity.com/viewthread.php3?TID=40132

I got the Yeti mod from here, check it if you want.

About the siege mod, do you fixed the Academy middle tower or its still a master gremlin ? I personally don`t like that because there is a very very small difference, if other have the same opinion can you change them to be all the same just for consistency or if you can tell me how to do it myself just for me.

Also, I agree the neutrals are not enough for the main army. In case of the Death Knight it compensates with their special, but in any other case they are just not good enough (mainly because of the quantity).

Do you plan to add the empowered and mass spell icons mod ?

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