[quote who="idontcareaboutyou" reply="24" id="2870973"]I am trying to make a regen that scales now that hitpoints have gone up so much. Objective is 3% of total hitpoints per tactical turn. It's not working (no regen effect at all), anyone have any ideas?[/quote] Try: [quote] Unit AdjustUnitStat<
thehandofzarquon
[quote who="Capn Darwin" reply="5" id="2868525"]Only difference I see between your spell and Heavenfall's test is that you have assigned an InternalName to your GameModifier section and he did not. Of course, not sure why that would matter.[/quote] It doesn't, I added the InternalName back onto my spell after copying the GameModifier block from Heavenfall's test spell. Furthermore, I added the infinite Duration back too. It's either the PerTurn, the Operator, or I screwed up somewhere
Huh, that's really weird... I swear, I had exactly what you had and it wasn't working... Oh well, crack it up to stupidity and missing something incredibly obvious, I guess... [e digicons]:'([/e] Thanks again!
[quote who="Heavenfall" reply="1" id="2868383"] City AdjustDefendingUnit UnitStat_MagicResist &nbs
Does anyone know if AdjustDefendingUnit modifiers work when used in spells? I just can't seem to get this spell to function properly: [code="xml"] Consecration Defending units in target city gain +10 Magic Resistance. <Image&g
Nice! These are some changes the AI definitely needed. Didn't know the AI couldn't use Catapults, though. Or was it they couldn't use the Siege Ability properly? [quote who="Heavenfall" reply="9" id="2866617"]The reason a no-limit on the command post is warranted is because the player knows how to use a normal command post to its full advantage, and the AI doesn't. The AI needs one in every city.[/quote] What's funny is the original Command Post (that you needed to train units
[quote who="Heavenfall" reply="6" id="2863204"]Modders can still use essence as a per-unit mana resource. In the next release of expandedfactions there will be an elven unit called Bladedancer that can alternate between two stances, one favoring defense and one attack. This is how I accomplished that: In the unittype, give the unit 3 1 <br
Just to point it out... 17.0000 1.0000 Wisdom is also no longer a stat. At all, it does not even have a UnitStat definition in CoreUnitStats.xml anymore. While I haven't tested it out in v1.11 yet, summoned (and trained, for that matter) units with Essence can't cast spells properly. They can cast Strategic spells, but not Tactical. Also, any unit that i
Giving Wisdom didn't work, as I thought. The Wisdom stat is completely gone, it does not even have a UnitStat definition anymore. It isn't something unique with the Imbue Champion spell either, same problems occur if it is cast on a non-Champion unit (after being modified to allow it, of course). Furthermore, giving every Champion starting Essence (thank god for find/replace...) lets them cast spells right off the bat, no problems. A carbon-copy of the Imbue Champion spell also works
[quote who="Capn Darwin" reply="1" id="2856902"]Depends on the units INT score and the spell to cast. Most NPC have a low INT score. It takes some doing to get them bumped up enough to use any good spells.[/quote] Indeed, it does, but the units in question don't even have the Cast Spell button visible on the toolbar during Tactical battles, only on the Strategic map. [quote who="Heavenfall" reply="2" id="2856905"]Try giving them some wisdom. Just spitballing
It's not exactly what you want, but you might want to try what the Random Guardian level up (from CityLevelUpBonuses.xml) option does: [code="xml"] City SummonRandomGuardian <Value>
What exactly determines whether or not a unit can cast spells? It's not just having Essence, apparently. Giving an Essence of 1 to a Summoned or Pre-Designed unit allows them to cast spells on the Strategic Map, but not the tactical map, which is a little weird...
[quote who="Trojasmic" reply="1" id="2784889"]I don't get the "swords or butter" reference. Can you elaborate on that choice a bit more?[/quote] I don't know the reference either, but I think he's just saying you'll have to specialize your cities. Choose between military or economics, in other words.
[quote who="Progrock58" reply="15" id="2773228"]Dumb question, but please help. Is there a way to run MOM on Windows 7? [/quote] DOSBox is probably your best bet.
[quote who="cephalo" reply="3" id="2772972"]I do not believe they exist yet. I think the idea was to port a bunch of the code to python at a later time after it solidified.[/quote] Indeed, python scripting is not-yet available to modders. Hopefully soon, though.
I'd like to reserve THZ_
[quote who="Arkenor" reply="18" id="2755325"]At the moment I'm guessing this line in CoreRaceConfigs: 50 Only Pariden has that entry.[/quote] I think some of the other factions have these kind of things too. Probably leftovers from when the Factions were customizable, but had some set Bonuses you couldn't change. Tarth, I think has some bonus 'Seamanship' ability. Not that it actually does any
[quote who="jmccrea" reply="14" id="2755163"]Do i add the Mods folder to the Elemental folder or is it somewhere else?[/quote] Yep, create the Mods folder in your Elemental install directory.
If you mean My Games/Elemental/Units/ then everything in there should be safe to delete. The game only puts the definitions for custom units and Sovereigns that you made in game in there.
[quote who="Heavenfall" reply="2" id="2753434"]To make it fun to play with, it would be logical to assume that we could see the stat somewhere, which I don't know how to do.[/quote] In terms of the properties of UnitStats, Hidden=0 should make it visible on equipment, at the least, and on the book entries of units you don't own, but not the ones you do , for whatever reason. Upgradeable=1 will make it visible on the Book Entry page along with the other Champion stats,
Dunno about the music, but Magic Resistance is mostly possible at this point. Since all spells use calculations for their damage (and some effects), it wouldn't be that difficult to throw in another calculation that reduced/increased it based on some custom UnitStats. Percentage Resistances (with a default of 1, meaning they take 100% of the normal effect) would likely work the best here. The biggest problem here is that you'll have to set the Magic Resistance of everything you want t
From what I can tell, Swamp isn't an Environment type, it's a Terrain type. Basically, you Barren Swamps, Grassland Swamps, Fallen Swamps, etc. Uncommenting the Swamp environment type in CoreEnvironments causes all kinds of crazy Graphical glitches and has crashed every game I've played as soon as I hit End Turn. Adding a swamp Environment definition into every entry in TerrainType seems to help fix most of this, but still crashes the game. It also seems to end up making the Terrain t
[quote who="Ishantil" reply="63" id="2748577"] Quoting Heavenfall, reply 53Just noticed another error. The mod changes enriched land tooltip to say that it produces like a normal farm. But the fact is, that a farm on an enriched land produces 20 food instead of the normal 4. I wasn't aware that resources could use the tag to increase the output of the building constructed. Will fix in next release. Edit: It's the only resource in-game that actually uses that
Yeah, it's kinda weird that shards are a special Resource type, as they really don't do anything different. However... you CAN just make a new, normal Resource and Improvements to build on it that function exactly like a normal Shard... that's probably the way to go about that.
I've got a little mod here that changes the way Imbue Champion works: https://forums.elementalgame.com/394101 Thanks!