Okay, either I did something wrong or it isn't working. The ability does show up on the unit as it should but it isn't decreasing dmg. Please take a look at the code: I created a new ability: Decreases Damage Decreases Damage relative to size of unit</
BlackRainZ
I will test, if it works then it will solve all my problems and I wont even have to do much work. I wasted so much time already though heh.
if coreabilities can't calculate, maybe I can just do it as a spell like the amarian blood trait and have it auto cast
Actually, look at this. Can this be done as an ability: Decreases Damage Decreases Damage relative to size of unit Ability_ImmuneToPoison_Icon.png Unit <Attribute>
Unit AdjustUnitStat UnitStat_Attack_Blunt <![CDATA[[UnitStat_Attack_Boost]
Also, again, adding just a ton of HP to champions is going to kill other things. For example, it will make any spells that buff HP be useless for champions because these spells also need to affect units and you do not want that to happen. Also items or abilities that also affect health which are used by both champions and units would be useless for champions.
Trying out different approaches and will do some research when have time.
I have been working on this for weeks. I already have them doing dmg based on the number of units in a squad. I do not want to beef up their hit points per level at an exponential rate because I think it will look stupid for heroes to have thousands of HP, although this is one route I may have to take if there is no other way. The game is not going to be rendering hundreds of units either. Look, if I sound frustrated, I am sorry because I have been working on this for w
[quote who="parrottmath" reply="11" id="3287872"]Not true if you get the spell to take level into account. It is a horrible rebalance in the tatical battle that you are doing. This blood trait would have to magnify and nerf a lot of things depending on unit sizes... I don't envy the job you've taken on.[/quote] It isn't that I am trying to rebalance. I just want to make larger unit sizes for immersion purposes. Yes, it has been frustrating but that doesn'
Maybe something like this: Unit AdjustUnitStat UnitStat_Attack_Blunt <
[quote who="parrottmath" reply="8" id="3287868"]Well you can add a bloodtrait that activates a spell at the start of battle... that will raise hitpoints depending on the number of units in the army. Say if you have 300 units, then +1 hitpoint per unit.. but if there is 1 unit then +300 hitpoints or something like that. Add it to all the blood traits and that might do what you want.[/quote] Hmm, the HP for heroes would have to go up considerably. A couple of thousand pro
Okay I found this code: Unit CurHealth -1 1 <
Are there any spells that do percentage damage and code to do dmg times amount of soldiers as a percentage. Meaning maybe I could add code into CoreUnitGroupingTypes (or to each weapon) that makes it do minus % dmg per soldier in group. Maybe if there is a spell that does this or something I can copy the effect.
Well, I can do it, it will just break the auto update and upgrade features. There might be another way that we just haven't thought of yet.
I already thought of that of course Parrot, but that does not work. Even if you set weapon damage to 1, it could still potentially do 300 damage. Will you set every weapon to one> I tried setting weapons either dmg 1,2,3, or 4 depending on tier, but even at 2 damage, it is just plain too much. Heroes and monsters will be basically one shotted. Also, it breaks the auto update system for designing units. If you try to design units and click the button that automatically chooses best weapon a
I am trying to come up with some creative way of making the larger units for my mod idea (100 and 300) to work in a balanced way. 100 and 300 man groups do a lot of damage and lowering weapon damage breaks other things. So I was thinking if something, like what I suggest below, is possible then maybe I can make it work better: Somehow make it so that units do less damage based on unit size. Maybe I could add some code to the CoreUnitGroupingTypes to make
Something new I was thinking about. I am not sure what kind of impact my changes will have on the AI. I know already that it messes up the upgrade system, meaning if you choose the auto upgrade weapon and armor buttons when designing units, it won't pick the latest weapon and armor because of the changes made. I am curious if this will also affect the types of units the AI builds.
Okay, I am trying a different approach. I will test now and if it is good, I will upload it.
That was a frustrated post hah. Let me explain better what I am saying. I have groups of 5,20,100,300. Those are very different sizes and I really need to take into consideration dmg. Even with a simple weapon that does 5 dmg I have to take into consideration the dmg these units will do: 5 will do a max of 25 20 will do a max of 100 100 will do a max of 500 300 will do a max of 1
Well, I was testing some stuff out and it isn't ready yet. It is very difficult to balance out the larger group sizes. They are still doing way too much damage and there are some other issues. It is very time consuming to change all that stuff, sigh heh. It may be too difficult to do things this way. I will try out some more things and see if this is really possible to do. Just to explain how difficult it really is, all armor and weapons need to be altered. Weapon damage needs to be great
Okay, it is done, I think. I will test it a bit first.
Now this is just the initial release and many things may change heh. I am going to work on it now and should be done soon.
I am pretty much done. I just found some mistakes I made in Coreweapons so I need to spend some time going through that, but once that is done then it will be ready for the first version. Maybe have it up tomorrow night.
Sean, I see a file called "LairMonster" this is not in the original game. What is this file for, obviously it has something to do with lairs and monsters but specifically how is it used and what exactly does it do
Heroes are done, Buildings are also done. I have to add one piece of code to all units, which is going to be time consuming. I decided just to go with Seans units file because there thousands of lines of code and I do not feel like going through it all and since I am using his abilities and such, I will just go with the units as well. I did make changes though. I also am using his improvements file (buildings) but with quite a bit of changes to food production and growt