You know what's funny. That Bravery spell uses code very similar to one suggested in first post. And I bet it's the only spell for which shards bonuses work correctly: [code="xml"] Braver
player1_fanatic
Yes, I just realized that without UnitStat_Attack or similar defense tag, these spells don't do anything (by looking at Berserker spell, that has those tags set up properly). But when that is fixed, effect stays after battle, and stacks as you say. And it actually triples attack/defense not doubles (with no shards), at least for Str10 unit, since it actually adds current attack value to the base attack of the target (so strong units will get even bigger ef
About flame blade/flame shield: What tag does define what stat they increase, since I only see reference to attack or defense in those variables defined in inbetween calculations? They both calculate AdjustUnitStat, but what stat exactly? It's pretty ambiguous.
Btw, I started experimenting with Flame Blade, and noticed that calculation doesn't match spell description. It says it increases attack by 2, but instead it multiplies unit attack rating by two, and then that results mutiplies result by number of fire shards. If shards worked correctly, spell would be broooken. Attack 10 units with no shards = 20, attack 10 unit with 3 shards = 80. On the other hand, in testing with sto
Just tested Mind Blast, with same modification ( ValueOwner="CastingUnit" for 3rd calculation). And it worked properly. So it seems that ValueOwner is only used to define owner for unit attributes inside calculation (is it caster stat, is it target stat, or similar), it doesn't define ownership of currently calculated value, or other values calculated elsewhere. So calculated value, regardless of owner used in one calculation, can be used in next calcu
Anyway, I found that much simpler edit is necessary to make spells work in combat. Just add [b]ValueOwner="CastingUnit"[/b] attribute to 3rd caluculation that includes [b][UnitStat_NumIceShards][/b], and all is fixed. No need to "reformat" everything (which just makes it easier to add some typo while doing edits). As for why calculation works without ValueOwner for spell info screen, I have no idea. P.S. Are Burning Blade and Shiel
There is one thing I don't undestand. Why with original code, maximum damage for spell is calculated correctly in spell info window during tactical combat. For example, Lightning Strike with 1 Air Shard and cast with Intelligence of 15, will show 30 as maximum damage. While actual spell will do up 15 (to enemies with 0 defense).
^Yes, that's true. You get one awarded by beiong kingdom or empire. But, on the other hand, premade sovereigns can choose opposite faction and get both books.
As suggestion to Stardock, to quick fix/remove worst instances of this "feature": Resources adjacency to city should not be absorbed/encased in walls, if they already violate "not up to 4 tiles from other city" rule . Look the save I posted. If location of lost library was empty, no building could be built there due to being too close to other city. But since resources get auto-encased in walls when near the city, building the library, on normally invalid slot
Yes, border expanding is one of the hidden benefits. Level 1 cities get up to 2 tiles border, level 2 up to 3, etc...
Btw, this thread is sooo great that it deserves a sticky. It explains some aspects of gameplay that are not explained anywhere else.
I think I realized what's the issue here. It's not a bug, but very bad gameplay mechanic. Explained in this thread. In short, you can't build anything in tiles that is 4 or less space away from other city, distance counting from city walls borders, not city center. When I built lost library in northern city, enveloping it in its city walls, it invalidated all tiles that Raaminobl could build on, including th
[quote who="phazonfreak" reply="11" id="2742004"] >>>Quoting Syiss, reply 10 This is possibly one of the worst designed mechanics I've ever seen. This isn't intentional is it? >>> funny, I think it is one of the best designed mechanics I've ever seen regarding city improvement... [/quote] You are joking? Right? How can something be good mechanic, when resource pop or enclosing some resource could potentially make another cit
I have a city, Raaminobl, that can't build any structure. All are greyed out. All resources needed are present, there are open tiles. Only icon for demolishing isn't greyed out. And destroying existing buildings doesn't allow rebuilding them either. What gives? save (v1.06)
4X games had horrible AI by default at those times. And in MOM, it was worse since it has two layers, strategic and tactical to be bad at. In fact, first time I've seen challenging AI in these types of games was with Civ3.
What's the benefit of leveling cities, exempt getting bigger people pool for army, and unlocking new buildings. Currently, in my game, I have several cities that don't produce anything that would benefit them elevating to 2nd level. No gold, no iron, no higher level buildings worth building. Isn't it just better leaving them at 1st level, to not eat extra food they don't need. Exempt if there is some hidden benefit of having them at higher level.
Look here: https://forums.elementalgame.com/393532
Nope, but maybe I want new starting position, without getting flooded in unit designs.
Even with 1.05 changes to made default combat speed 2.0, several premade sovereigns have it still at set 1.0. Also, it happen to all 3 heroes from campaign too. There are other non-hero units that have this too. Like Sentinel from Warlord trait, or those Fallen pre-designed peasants. I looked a bit into various xml files, and I think the issue is that all these unit had no combat speed attribute set at all, so game defaults it to 1.0.
How to reproduce: Play one game. Then start new game, without exiting Elemental. After that, all designs from first game will be in second, even basic premade peasant and pioneer will get doubled. If you do start new game like dozen of times, without exiting the Elemental, at the end you'll get flooded with unit designs. Happens in both 1.05 and 1.06.
wrong forum, plz. delete
I've also seen in same instance, that TAB won't work as a way to get next unit that hasn't moved (US keyboard).
Not really. Only "Men" race gets +1 to base attack for custom designs. All other races, kingdom or empire, start with no bonus.
Since there was some brainstorming about stacks, I'll add my oppinion. Healing stacks in friendly territory should reduce city population, to replenish lost troops, if any. What is nearest town, should be calculated in same way as with disband code.
To add to previous post: I think I know what's the issue, at least partially. In CoreUnits.XML, all units with UnitStat_CombatSpeed tags have it set at 2. but there are units that are missing that tag. Among others, Sentinel and Fallen_Peasant. So. if unit is missing that tag, it will use default value of 1. P.S. This applies to CoreSovereigns.xml too, where attributes of leaders are stored. As well as MainCampaign.xml. There may be other