thehandofzarquon

thehandofzarquon

Joined Member # 2592028
3 Posts 36 Replies 3,760 Reputation

[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&lt

25 Replies 23,452 Views

[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

6 Replies 6,072 Views

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!

6 Replies 6,072 Views

[quote who="Heavenfall" reply="1" id="2868383"] City AdjustDefendingUnit UnitStat_MagicResist &nbs

6 Replies 6,072 Views

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

6 Replies 6,072 Views

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

16 Replies 14,398 Views

[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

8 Replies 4,602 Views

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

7 Replies 4,143 Views

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

6 Replies 6,186 Views

[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

6 Replies 6,186 Views

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&gt

8 Replies 4,112 Views

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...

6 Replies 6,186 Views

[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.

8 Replies 29,514 Views

[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.

60 Replies 214,656 Views

[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.

4 Replies 2,567 Views

[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

67 Replies 39,857 Views

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.

6 Replies 7,917 Views

[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,

3 Replies 3,958 Views

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

3 Replies 3,958 Views

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

27 Replies 21,224 Views

[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

120 Replies 73,589 Views

I've got a little mod here that changes the way Imbue Champion works: https://forums.elementalgame.com/394101 Thanks!

155 Replies 135,150 Views