Replicators

Replicators

Joined Member # 2491431
34 Posts 160 Replies 399 Reputation

[quote who="Primal_Savage" reply="5" id="3481231"] not 1 at a time per caster, since the game is already set up like this) How about using a ResourceType + Improvement? (e.g. Wild_Dragons + Camp_FellDragon). You can unlock the resource (CreateResourceHoard) through an Event, a GoodieHut, an Improvement, a Spell, etc [/quote] D'oh, 1 at a time per caster :/ Double D'oh, I just found the canstack tag on almost ever

8 Replies 44,035 Views

[quote who="Primal_Savage" reply="3" id="3481223"] *edit* Holy quote block mess!!!! I don't know how to undo this! Remove all the references in the quote tags. For example (Without the dots): [.quote]text[./quote] [/quote] Tyvm, so would 0 work to limit the dragon summons in the strategic map to 1 at a time?

8 Replies 44,035 Views

You mean forever, even if it dies? Create a hidden "New Resource". Give 1 "New Resource" to all factions (Using an Ability or an Event). Use that resource as a SpellResourceCost. Alternatively, use CasterMustBeSov tag, have the spell summon the creature, but also have it UnlockUnitAbility ABC. Use RestrictedAbilityBonusOption ABC as a spell Prereq. Result is your So

8 Replies 44,035 Views

1. Is there a way to limit the number of a particular strategic summon[say a dragon] to 1? 2. Is there a way to summon the same creature in tactical battle multiple times? It just currently says "This unit has already used this spell" or something like that. 3. Is there a way to change hair color of a sovereign with a trait? 4. Is there a way to extend the hotbar to fill the entire width of the screen?

8 Replies 44,035 Views

[quote who="Primal_Savage" reply="3" id="3480584"] It seems to switch the way values are accounted for so your next four GameModifiers end up being enemy "healing" spells so they do nothing since you can't heal enemies. You would probably be better off creating a new UnitStat_Attack_Replicators than using CurHealth. Might also want to look into MinValue/MaxValue [/quote] Alright, thanks!

4 Replies 33,405 Views

[quote who="Primal_Savage" reply="1" id="3480574"] Oh, and I have another question Switch the order: your 1st GameModifier should be your 5th GameModifier. [/quote] Is there a particular reasoning for this?

4 Replies 33,405 Views

Hi, Is there a way to shoot multiple projectiles at a target using One spell at a Single target, where each projectile travels a slightly different path so you can see them better? Oh, and I have another question. [code="xml"] Unit &

4 Replies 33,405 Views

Fantastic responses guys! [quote who="abob101" reply="5" id="3479485"] And if you want to stop them casting spells also, you'll want something like this from spell Silence... Unit PreventSpellcasting Silenced 3 &nbsp

8 Replies 53,624 Views

[quote who="abob101" reply="1" id="3479474"] If you make them Stunned, that should stop them retaliating... I think. If not set Counterattack to zero. Combine that with effects like setting Move, Dodge to zero etc. Should work. [/quote] [code="xml"] TacticalUnit</ModTyp

8 Replies 53,624 Views

Is it possible to create a spell that freezes a unit in battle? Gameplay effects should be that it cannot move, it cannot attack, it cannot dodge, and the part that I am stuck on, it cannot retaliate. How can I get about in doing this? Visually speaking, would it be possible to pause the idle animation of the unit for the duration of the freeze? Maybe apply a blue alpha over the textures too? I'd also like to add a featu

8 Replies 53,624 Views

[quote who="Primal_Savage" reply="1" id="3478695"] Add this to champions (Or create an ability that does this and add the ability to champions): [/quote] Thanks a bunch! My only concern now is this: I want to have the sanity system only apply to One Champion in particular. All other champions when recruited, should they get injuries, should have no impact on the sanity resource. &nb

10 Replies 49,710 Views

[quote who="davrovana" reply="79" id="3388783"]Replicators you are just being a troll. Modders could not have made either of the DLCs in an afternoon, that's a clueless assessment. Why don't you lose the bellyaching and make a mod yourself? [/quote] I was referring to the loot, spells pack. Within 1 day of release of the Skyrim Creation Kit, there were more "Loot", and spells added to the game w/ mods than there are items in FE.

86 Replies 498,355 Views

[quote] Multiplayer We have a lot of requests for this. Here’s the basic issue. The tactical battle system in the Elemental games was not written in a way that allows for multiplayer. All the actions in it happen within its own box. The short version is that all the tactical battle stuff would have to be rewritten, from scratch, to have the tactical battles happen in multiplayer and that’s just not going to happen. That would be extremely expensiv

86 Replies 498,355 Views

[quote who="parrottmath" reply="3" id="3369777"]...[/quote] Sorry for the late reply, what you suggested about the resources seems like it would work, thank you very much!

5 Replies 11,563 Views

+4 to the OP (me + 3 of my friends who would buy this game in a snap if it had multiplayer). To those who complain about balancing... Balances can EASILY be done by the community modders. Multiplayer cannot. Hell, nobody said anything about PVP Multiplayer, as far as I'm concerned, Coop is in just as much in demand, and does absolutely not require any rebalancing

44 Replies 35,363 Views

[quote who="CaptainMonkey" reply="11" id="3363645"] How is multiplayer more important than bug fixes? How is multiplayer even important at all? Who has enough time on their hands to play a turn-based strat game of this depth where the other players' turns are not calculated instantly? No offense but multiplayer is beneath the bottom of my list.[/quote] Mainly because the game, at its state is playable without bug fixes, or that the majority of the bugs can

42 Replies 120,514 Views

[quote who="ioticus" reply="5" id="3363635"] The guard ability appears to be bugged or I don't understand how it works. I cast it on a unit and it added 9 defense even though the caster had 4 defense. It also gave my sovereign -1 defense for some reason.[/quote] It applies Guard mode on the applied unit, so the flat armor increase + guard = 9 increase.

11 Replies 11,745 Views

The idea is, a "spell" with 99 turn cooldown time that summons a unit 1 tile range of the caster called "Wall" in combat. The unit "Wall" has the model of exactly that, a square block of wooden sticks, like the fortify model. It has -1 Initiative, -1 moves, 15 Armor, -50 fire resist, 50 Health, 0 attack. It has no animations tied to it, and has upon death, merely disappears. The goal for this idea is for the ability to construct defensive wa

1 Replies 4,390 Views