Finally got my primary system working again, so I'll look through the spells to get them updated for 1.09.
Velmaric
Any possibility of keeping two sets of tiles Heavenfall? One with the original tiles (requiring higher performing machines) and another with the reduced model count for normal operation? I can see myself wanting to use the higher count tiles for eye candy after upgrading my computer.
If dodge doesn't apply to spells then I wouldn't expect bows to be affected by it. You could modify bows to use the target's dodge value as an adjustment to damage, so instead of an all-or-nothing stat it would end up being a damage mitigation stat, for bows at least. You could extend that to spells as well if you wanted, and were willing to do all the mods to the spells to make that the case. :)
Heavenfall, check your PM. I sent you a way to limit buffs/debuffs to one time per spell, whether it's a tactical or strategic spell. As soon as my primary machine is up and running again I'll change my forest spellbook mod to use that as the limit for some of the spells in it.
Actually that only works because in the current patch ranged attacks are still listed a strategic abilities, even though they are used on the tactical map. If you tried the min/max operations with a tactical ability it would always show up as 0. See the 'Restoration' spell for an example of a tactical power that isn't working. This is part of the functionality they pulled out of the game with the Saturday night hotfix. There was another bug that was causing a CTD if
I added a forest spellbook for nature lovers, containing some new unique spells. Instructions on where to get it are in the following post: https://forums.elementalgame.com/397323
Excellent, thanks for the response!
The problem with that is that all the spells I've added in should be recastable. Ideally some would only be available once per battle, or only have one active at a time. Unfortunately both of the tags that would let you do that don't work with tactical spells. :(
I'm not sure if this is intended behaviour or not, but any tactical spell power that uses the tag will CTD as soon as the refresh time is up. I have verified that that tag works correctly for strategic spells. If it wasn't intended to be used for tactical combat, is that something that could be added on a todo list for a future patch? It would be very useful for modding.
It appears that cooldown is broken/not intended for tactical combat. If you use the cooldown tag it 'does' work to block a recast, but as soon as it refreshes the game CTDs. I'll list it as a possible bug. It works fine for strategic spells though.
Oh, about the trees the radius is not as bad as you'd think. I tried it out and it is large, but not any more than a mid-game Sov would be. Considering that spell is level 7 I would think it wouldn't be overpowered. There is a bug though in the game where if you exit a game, all reveal effects are erased even from a saved game.
I thought about the trading, but then figured it's a level 9 spell anyway. However I can see about making the item burn 1 pt of mana to give one point of essense to force a champion to have essence in the first place. I believe I had a problem with adjusting essence directly from a spell which caused the workaround of using the item. Concerning the cooldown Heavenfall, will that fix allow the spell be cast again in another tactical combat?
Elves always seem to have more 'magic' than other races, so maybe add in a +1 arcane spell point bonus, or 15% bonus? The first loses it's value later in the game, the second gains value as the game progresses.
After putting together the forest spellbook, I'd like to see the following: 1) What is the proper way to use ? From my testing this currently does nothing, but it would be a major plus for spell creation if it worked, especially as a way to limit abuse with regen type powers (stacking of them can be bad.) 2) Add a combination that allows modification of the casters attributes for EnemyUnit&l
In anticipation of the community Elf Race mod, I've created a Forest spellbook with some unique powers. 12 spells, based on nature and the forest, are spread across levels 1-9 and add a bit of variety to what is already included in the base game. To use the new spells, download the zip file and extract the three xml files into the Mods directory. Then all you need to do is create a custom Sov, select the forest spellbook, and away you go! Please note that
The 1.08.037 patch fixed this problem. Otherwise I believe the 1.08b multiplayer version will get a fix tomorrow.
Were you actually in combat fighting when the CTD happened, or had you not even started tactical combat yet?
After the last hotfix tonight, it looks like the HF108_mechanic_Bowfix.xml file needs to have the following tags changed to continue working: Tactical to Strategic for both bows and catapults
If you have the latest hotfix (from around 8pm eastern today), you don't want to use the XML file I pushed up.
I downloaded your saved game, loaded it up, and it ran fine for me through the battle. Have you updated to the latest hotfix from around 8pm eastern time? I noticed that the fight included a minor air elemental, so without the hotfix you would certainly crash to the desktop.
Was this after the lastest hotfix from a little while ago? Do you have any XML files in you /Mods directory?
The answer is yes. Look for my other post in this forum that fixes the other special abilities that were crashing.
If you were fighting against a unit that has special abilities, or you were using a special ability of one of your units (like the earth golem), then you'll need to pull in an XML file I've posted in this forum to fix the problem.
Let me see if this works instead: DisplayName,Description,IconFG,IconBG,IconColor,SoundFX,ParticleEffect,EffectScale DisplayName,Description <DisplayName&g
I've posted the XML fix for the unit special abilities in the support forum. As far as I can tell those were the ones causing all the CTD crashes. EDIT: I've got a setup here that lets me test spells/abilities very quickly, as in around 3-4 minutes between test runs. If you see a spell that doesn't look right or an ability that's still causing a crash let me know and I can take a look at it fast.