It would be interesting to point this limitation out to Frogboy and see what he says. Perhaps they can set up a free section for Mods?
Aerion Istari
[quote who="Heavenfall" reply="3" id="2869587"]Can you give the example in code (use quote)? Maybe techs only work with multiple prereq techs if the prereq techs are available from inside the techtree type assigned to the faction.[/quote] Could be. That would explain it. HF, I'm trying to test Tech Tree stuff. Do you know of any way to give the player Tech points or Research points in game, as in a clickable potion or rune?&
Ok, if that's the case then why does it work when a tech lists as prereq, "Magic_Equipment_Amarian" and "Magic_Equipment_Trogs"? You can't have both?!?!
[quote who="xStarfirex" reply="25" id="2746890"]I have been testing some champions i have made. When i set 1000 they always seem to appear... so my guess is 800 = 80% otherwise what would be the point of a number above 100.[/quote] You are correct. There is one implied decimal point in that number.
[quote who="Heavenfall" reply="231" id="2869423"]That's pretty much what I had in mind for the shadow scout. Unfortunately, it isn't applicable to anything but ranged units at this time.[/quote] Could you not create a ranged attack with a range of '1' and give it a spell? Admittedly, it would look a little quirky in combat but it accomplishes the purpose.
[quote who="Heavenfall" reply="215" id="2865739"]Armor is unfortunately a straight minus modifier, or something very near to that. A few points higher armor than attack on attacker will render a unit almost invincible.[/quote] My archery mod includes armor piercing arrows at higher levels. What I do is, using calculate, take half the defense rating of the target and add it to the attack of the arrows. It doesn't totally overcome the defense rating but it red
Have we figured out exactly how to make multiple prereqs for a tech an "and" condition rather than an "or"?
[quote who="viperfdl" reply="104" id="2865924"]I would like to see a tag for hero & sovereign level so that it can be used for calculations of spell and weapon damages.[/quote] This is a big one for me too!
viperfld, I don't know of one that specifically references level. There isn't one in the CoreUnitStat. HF, any idea how the game keeps up with champion's level? You can try this: &nbs
BTW, Heavenfall. Thanks for all you do to help us! You are a prince among men!! Anyone know why my High Elf race has no body types in sovereign creation? Nevermind. I found the animation pack. And with this, I have Character Creation working. Now let's see what I can do with equipment. With luck, I'll inherit everything from CPELF and be golden!
If I'm creating a high elf female, how does the game know to allow only hair styles for a high elf female? On a sudden inspiration, I created a high elf female to see what UnitModelType she was given at creation and she was created as a KingdomFemale. Any idea how I get her to create as a HighElfFemale?
Question: Where does the ModelUnitType come from? For example, your Elf model unit types are CPELFMale and CPELFFemale. How does the game go from CPELF race type, to CPELFMale and CPELFFemale? I guess my problem is, I've created a bunch of High Elf hair styles, but those are not showing up in Sovereign creation. Instead, I'm getting all the generic Kingdom stuff.
[quote who="Heavenfall" reply="202" id="2863385"]Check out racetypes, they define such things.[/quote] Got it. Thanks.
[quote who="Heavenfall" reply="200" id="2863336"]You're trying to create s sovereign using the angel? Not possible at this time.[/quote] Why not? More importantly, since I'm using Angels as my "model" for high elves, what to I need to do to make them appear as possible sovereigns?
Hey, HF. When I start a game, the Angels race is not visible as a race I can create a character in. Whassup wi dat?? :)
It would appear that that mana is now a resource meaning it's at the player level. I found a building that increases the Mana Resource and can do so per turn. Has anyone run across a player level flag that determines the rate a faction gains mana?
Does the A_ManaRegeneration AbilityBonus still control how fast your faction regenerate mana?
I see the tag UnitStat_Essence used on some artifacts in the Artifact mod. I thought all Essence stat did was "Turn On" the spellcaster ability?
Question: As far as the 1.1 changes, what XML tags and so forth works as far as affecting mana regeneration? Before, you could increase essence and even add mana regen in tactical situations. What still works and what's now broken? What is new?
Please do.
I think I'm going to create a one-off of the elves, called high elves. Biggest difference will be appearance. Might slightly change the race attributes too. Question: Is there a way to disallow a race a certain type of weapons? For example, elves not being able to equip any club, mace or hammer type weapons.
Here is the fix for bows in Artifacts. (click on External Link above) Sorry for the double post. Seems to be some delay in new posts being added sometimes.
Here is the fix for the bows.
Thanks!!! I knew it must be something simple!
Heavenfall, I'm attempting to adapt my Mod to 1.1 and Expanded Factions (Great work BTW). My custom faction is a faction of Elves and uses the CPELF tech tree but with a few of my techs added on top. Shouldn't I inherit the Elf improvements?