Question about Creature Types and Class

Two Questions

FIRST

I'm not really a fan of how all encompassing Beastmaster is. 

Lets say I wanted to target an Albino Rock Spider, which is currently classified as Creature Type "Beast", with a spell

UnitType InternalName="AlbinoRockSpider">
<DisplayName>Albino Rock Spider</DisplayName>
<CreatureType>Beast</CreatureType>
<Class>Spider</Class>

 

Normally you would use the line below in your ability to Tame/Target the "Beast"

<SpellTargetCreatureType>Beast</SpellTargetCreatureType>

Is it possible to target the <Class> instead of the CreatureType?

 

SECOND

For Enemy units that don't have a Creature or Class type defined like Syndicate, is there a way to assign them one?  Or would that require overwriting the coremonsterunittypes file?

3,447 views 5 replies
Reply #1 Top

I'm afraid I got mostly bad news for you.

The class cannot be targetted specifically by a spell.

In addition, you cannot add new types of CreatureType to the game, only those that already exist work (bandit/dragon/beast/elemental/twisted).

What you CAN do is give all spiders a new unitstat, say UnitStat_IsSpider = 1 (this is what the unitstat background mod does, but it doesn't have a stat for spiders). Then you can set up your spell to only have a 100% success against spiders. But the spell will still be castable on any non-spider target due to the limitations above.

Reply #2 Top

Thanks HF.  Seems a bit shortsighted on Stardock's part.  You'd think they'd have learned how important it is to Type and Subtype creatures after observing the pain that Magic:TG went through over the years to fix their own game.

Reply #3 Top

Actually if you want to make tactical combat deeper, you'll find FE wanting. The game just wasn't built around such ideas.

Reply #4 Top

It makes me wonder why they even bothered with a <Class> tag if it doesn't really bring anything to the table.

Reply #5 Top

My belief is that it is used by the AI when it decides to build certain troops.