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  #14  
Old 10-10-2009, 01:21 PM
loreangelicus loreangelicus is offline
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Join Date: Sep 2009
Location: Jersey City, NJ USA
Posts: 370
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My copy is a digital download from Gamer's Gate, patched to version 1.7 since that is what the said site has for the game.

No good on the mod, I even tried to remove the following codes from just the mana file:

animations {
appear=polyemit_energo_appear.bsa/fr:60:120
idle=polyemit_energo_idle.bsa/fr:25:50
disappear=polyemit_energo_disappear.bsa/fr:25:50
death=polyemit_energo_disappear.bsa/fr:25:50
}
.
.
.
slot=0
}
0 {
particle {
trans=0.1/0/0/0/-0/0/1.5
file=energo_mana.ptb
}
particle {
trans=0/-0/0/1.10000002
animation=idle
file=energo_mana_ball.ptb
}
particle {
trans=0/-0/0/3
animation=appear
file=energo_mana.ptb
}
particle {
trans=0/-0/0/3
animation=disappear
file=energo_mana.ptb
}

I did this so that I could see if the mods are working for my version at all, see if I could "break" the animation for the mana balls and still keep the rage balls intact. No luck, both balls showed up fine in the initial casting (which I'm sure would eventually become invisible for long battles).

Anyways, my battle tactics are getting pretty good in that I rarely get into battles that require more than 40 turns. The only problematic battles would be an all-dragon enemy, so if the Chargers start turning invisible on those battles I would need to blindly hunt for them, making those battles even longer...
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