Does anyone know if it is possible to make a spell that effects the caster as well as the target in two different ways?
Nimbyjester
Making a weapon into a ranged weapon requires unlocking a ranged ability for the weapon. For example for a bow it is usually: [code="xml"] Unit UnlockRangedAction BasicBowAttack [/code] The BasicBowAttack ability is essentially a spell that is used as the basic attack for the weapon. Creating a new abili
I did think of doing that but decided on getting what I had out earlier as the amount of free time I have tends to be a little erratic lately. Was planning on having it instead of the healing staff for empire. That and I couldn't decide on what to make it do: Take health from your own men to heal the wielder of the staff Give a unit a very short duration attack buff. Ideally only one buff per unit per round. Drain attack strength from the enem
A small mod that adds 5 ranged magic staves to the game. The idea was to get some basic magic staves into the game with a variety of requirements that can be easily altered, removed or added to by any modder. Release v0.2 Fixed error with damage calculations (uploaded an older file - oops). Damage was endingup way too high. Updated wind staff description to reflect the fact that the spell effect is wind not lightning.
Ether could be used to summon beings that posses a unit granting it greater abilities, also summoning different workers for cities for city bonuses. Possibly adding actual population? Also maybe a summon which only has the ability to explode and damage all around it? Summon weapons, demon swords etc. Light could summon a unit or multiple units that are illusionary (have no attack low/1hp), they should then save your real units a few hits depending on who the AI decides to target
[quote who="LightofAbraxas" reply="8" id="2852804"] I could be mistaken here, but what I believe he means is to RE-calculate every round. Right now, I believe it runs the calculation once, then repeats that result for the number of durations. Yeah, this is what I mean. Even though you're getting different values each turn, it's essentially running the same calculations each turn. [/quote] So what you want is for in my example, if your attack was increased ha
Just tested changing the damage to CurHealth from DefendableDamage has the same effect, it is re-calculated each round. Can't get calculate to use any attributes at all though when dealing with Resources. The game doesn't even want to load when I try it :/ ..
Wasn't PerRound was PerTurn Edit: Did a quick test using per turn. The damage calculation was re calculated each turn during the enemies round. I attacked doing 3 damage, enemies round he takes 3 damage again, next round I skip my go, enemies round he takes 2 damage etc. So initially you essentially do two lots of damage from two calculations. Game modifier I used: [code="xml"] <GameModifier InternalName="InfernalModifier"&g
I'm going to have to have a look into this now, you've peaked my curiosity! I've not tried using the shard values outside of combat. Most of the stuff I've done is all inside tactical combat. I'd be surprised if there wasn't a way to get at the actual resource values though.
I belive that 2 and 4 are already possible. Some spells already reference the shards for power increases, have a look through the spell book files. There is a bleed ability that does damage per round you can have a look at. From memory you add 3 and 1 to the game modifier and it will then apply the effects from that game modifier each round for 3 (or whatever) rounds. 6 would be nice but you can get round it b
Sounds awesome! Will any of of the Artifacts be books that teach you abilities? It should be possible to grant abilities from books the same way they can add attributes etc. Likewise you can make an ability/spell add an ability for a duration during tactical combat. Though the practical uses are a little limited. Would be good for an ability that is used once in combat but grants an ability that has no cool down for X turns, or grants all allies in an area the ability. I was wanting t
I have some magic staves I've been playing around with, if I find time I'll post them on here tomorrow. They all use the rest ability from Kenata's mod plus an extra ability depending on the staff element type (though I've not finished them all). I'll post them as is anyway as the core of them is complete. i.e. the basic attack is ranged (scaling off int) with a custom bolt effect for each element type. There is also a healing staff that can do some very minor healing to your units. &
I've not had much free time recently to do any modding for elemental but I do have a fairly decent water spell idea (and mostly implemented) if you want to use it. Ice Prison: Holds the target in a block of ice for X duration preventing the unit from taking action but granting it increased defense. Reasoning: Taking a unit out of play is a powerful ability. Offsetting it by granting the unit extra defense means that the unit is less desirable for you to attack d
If I recall right I think the actual percentage can be altered in Elementalgamedefs.xml (or something like that). Think it is set to 10% as default. So it should be possible to mod it out if you don't like it.
Thought I'd add in my lot to the discussion. I've actually been planning to modify the current combat mechanics within the current available rule set. Mostly I've been testing different stats but the general gist of the ideas I've been having are below. Note: All of what is written below is possible by modding the current game (no code changes). I just wanted to show what is salvageable from the current system that can be tried out before any major combat system changes are do
Why not create a new resource and a new resource building to go with it? You can make the building build-able once per side then you can control exactly how fast you can build new pioneers as you control the rate at which the new resource comes in at, as well as the cost per unit. Assuming that all sides build the building at the same time then everyone will always be able to build the same number of pioneers, as even if you start building the pioneers later you will have accrued the resource
Thanks guys [e digicons]:)[/e] I've done a bit more testing on this today and mostly found it needs more testing and that trawling through the auto result stats quite boring. Anyway here are some stats for 500 dodge which I am guessing is 50% dodge. All tests were against the same group of spiders against one peasant with no armour,a club and a massive amount of HP. I only counted the attacks made by the spiders against the peasant as some o
Firing at different locations could be simulated with a range of Aiming abilities the results of which would add modifiers depending on the location you were aiming at. Making the hit locations occur at random would be allot harder however. You could even add stats on each mech that determine how hard each area is to hit for that particular mech. Then use those stats in determining the magnitude of the effects applied (or something similar).
Seems like 1000 is 100% miss 500 kinda felt like 50% but would need allot more tests to verify that. Have better things to be doing on my birthday [e digicons]:beer:[/e] [e digicons]:grin:[/e] . I'll have more of a poke around at it tomorrow maybe some sort of multiplier has got set for it by accident. Hmmn should remove all mod files bar the dodge just in case.
Well a default of 9999999 makes noting hit at all which is a relief. Going to set it back to 100 to see if I get the same result then increase it by orders of 10 to see what happens. If anyone was wondering a battle that is auto resolved where no one can hit anyone ends in a defeat where all units survive on both sides.
I had it at 100 and some variations lower than that. Not tried it will crazy high numbers yet, will give that a go. Having said that I should also try negative numbers on the off chance that does anything.
I'm guessing thats a no then, judging by the slew of replies [e digicons]:P[/e]
That would certainly be worth trying yeah. I was just making it obvious as to where the code was, honest [e digicons];P[/e] Not played around with stripping everything unnecessary from individual item entries yet, just stuck with want I know works. You've reminded me that I was meaning to try it out as I'll only regret it later down the line if skipping stuff works.
I've been trying to test different levels of dodge before I start really having a go at allt he numbers to make the combat system a bit more... interesting. However for the life of me I can't seem to notice any effect of dodge from 1 point to 100 points. Daring appears to work which is sort of its opposite stat. I modded it so I could see the dodge stat in the character details so I know the values are right. I was just wondering if anyone else has tested this stat out?
We actually almost have all the base stats we need; from an earlier post: Attack = Chance to hit. Damage = Damage dealt when an attack lands. Defense = Chance to avoid getting hit. Resistance = Chance to avoid getting hit by spells. What we actually have is. Daring = Chance for attack damage not to be reduced. (Attack Skill) Attack = Damage dealt (Damage) Dodge = Chance to avo