I am uploading version 1.2 today. I have made the following changes: -- Decreased damage done by physical and spell attacks to larger groups by smaller groups -- Increased overall attack by groups, larger groups will do a little more damage -- Created 5 new spells related to armies, descriptions below: Spring of Life -- Life 2 Tactical spell -> Heals 25% of a groups health for 45 m
BlackRainZ
I am not really sure what you are saying dihir.
Well if you like Sean's Affliction mod, there are many things similar but there are also a lot of changes to different dynamics. I personally feel it is a good blend. I am still playing and testing but so far it is a lot of fun. Since I am playing on a very big map, it will take time to really get into conflicts with other empires but hopefully soon. Interactions with monsters has been good though. Might need to tone down XP gain a little, not sure yet. I personally love to level up so I
Honestly not sure if those are possible. I wouldn't know how to code it off the top of my head
City AdjustDefendingUnit Unit_GetHPCurrent 1.4 1 City AdjustDefendingUnit Unit_GetHPCurrent <
You know, buildings can use Calc in the code, but it doesn't work for regen for some reason. I can try just pulling the units max health and multiplying it (I might have already tried, I forgot)
Figured. I think it isn't possible sadly. However, I will have to find another way to work around it. I have been doing pretty good at working around the impossible so far heh.
Well, these spells can be cast by any sovereign. They are not limited to life or death and gain no bonuses for those shards. They do a clean percentage. I could give them "life" and "Death" style names for immersion purposes if you like, let me know. It is the only way I can think of right now but it does work for what it needs to do, at least for the player. I am of course hoping the AI will use it also. Otherwise you just have to let units die heh or disband them.
I am going to add 3 new healing spells and give them high priority for the AI. There will be 2 tactical healing spells, one which gives 25% health to a unit and another which gives 50% health. These spells will cost 45 and 80 mana respectively. The third spell is a strategic healing spell and will give 25% health to a unit for 20 mana. This is low cost because large units, 100 and 300 can't regen in cities effectively and so you will need to cost it on these units a couple of times.
No one has any idea>>>
I could just make a healing spell that all sovereigns can cast to heal their units and give it a high priority but I wonder how effective the AI will use it on their own soldiers.
Hmmm, you can't use calc in coreabilities. I am trying to see how I could tie an ability to a spell but it be on the world map and not in battle. If I were to tie a regen spell that regens by percentage to an ability but I need to have it somehow cast it on the world map. Is that even possible>
That would only work while in battle though. I am not sure that it can work on the strategic map. Yeah, you can do a regen spell or trait but it will be too small of a number or too large. What I want to do is have it regen by a percentage. I have made two spells which heal by a percentage but have not been successful so far at getting a regen spell to heal by a percentage per turn. Even if it does work in battle, that doesn't mean it will work in the strategic view, meaning not in battle
One of the problems I am running into is the larger groups being able to regenerate their health. 100 and 300 man groups are large and have a lot of HP. The current system of regenerating health is too low for these groups. I created two healing spells for armies in the life tree but this doesn't solve regenerating outside of battle. Not sure how to solve it yet without making it extremely easy to regen as in 200 hp a turn.
I tried to do it as an enchantment but it didn't work, blah.
yeah but that would only be during battles. That defeats the purpose. I could most likely make it as an enchantment I suppose.
Would an auto-cast spell work with a building, I've never tried it.
I am trying to get it to regen as a percentage of max hp. That was a silly mistake, heh. I am playing around with a bunch of things, hmm.
Yeah, I knew that buildings could not calc. That code I put is for a tactical regen spell used in combat which I am curious if it will work. I was curious if there was possibly another way to do it with cities. As in using a multiplier. For example I have seen resources multiplied like this: ResourceMultiplier Gold 1.2 <Per
Is it possible to have a unit regenerate their health when stationed in a city by a percentage, rather than a set number ? I am looking into the code right now to see if it is possible. I have been able to make a spell which gives HP back by a percentage but I am not sure exactly how to make units regen hp by a percentage while stationed in a town. I have put in some code but not tested it yet, curious if anyone has figured this out. <br /
I added a few screenshots. The first 3 show the units at 20 soldiers. When you have several units side by side it looks cool in my opinion. The fourth picture shows the empire view and you can see the large population of over 10,000 at the top and you can see the weeks and months, 2 weeks and 43 months. That means just a few months from 4 years. 10,000 people in 4 years is a pretty good development for one country rising up from a post apocalyptic world
Hah, the XXL map I am playing on is just too big for only 8 factions. I haven't even found another civ yet. I just cheated and hit ctrl-u to see where they were and they are pretty far away. Also, since I have dense monsters on the world is ridiculously populated with monsters hah. I think I may need to start over on maybe a large or just xl map and maybe add another faction or two and with less monsters.
Accidentally posted and it wont let me delete blah.
I could also make a version with just vanilla settings and put in stormworld but then I would have to maintain two versions and that might be too much.
Well, if I do decide to integrate stormworld, it isn't going to be an easy task I think. It will take considerable time I am sure.