You might have some sort of bug with CorePlayerAbiliites. I notice that many memory leaks give bonuses to the abilities in this file. Anything from starting city population to number of unit design traits can increase for human and AI like at times. I know just saying it doesn't help that much, but maybe thinking about it in that context will hep later on when you reproduce it?
seanw3
RE: Value of healing spells. Path of the Cleric and Path of the Healer have a reduced mana cost for tactical spells. I have it set up so that not every hero is a good healer. You can use the life1 Heal in a pinch to save your ass, but it's going to cost you. Clerics and Healers get more efficient heals. Life3 has a radius heal spell. Having Water or Life can make you a great healer. Getting Mantle of Oceans on a Cleric is pure gold. Get some troops and constantly heal for li
[quote who="hairrorist" reply="540" id="3268887"]I just confirmed over 20 attempts at flurry none of them landed a single hit or inflicted any damage.[/quote] Flurry multiplies Accuracy by .75. That means a very low accuracy on most units. But it gives you 3 immediate actions. Try using them to use special abilities that have 100% chance to hit or use resistance instead of accuracy. I just checked the spell and the code is exactly the same as before when I used it to get hits. If you
I noticed a memory leak that is causing AI units to gain traits they should not be able to get. Heroes are getting Unit_Design traits. The debug was sent when it crashed a few turns later. Hope it helps you nail down the leak. This is technically AI cheating, but something that is relatively easy to fix.
For the save thing, send in a few saves and your DXDiag in a proper e-mail to [email protected]. They probably need to either fix some compatibility issue. This is usually the sort of thing they are willing to spend IT time on.
I welcome criticism. I regularly PM the harshest critics of Elemental and ask them to give me some feedback. This is no holds barred modding. If you hate something, feel free to complain. If we don't change it, yell some more. If we still don't, do it yourself for your personal game. We don't all have to agree. Not everyone has to drink the kool-aid. I don't want to stifle innovation at all. You are respectful and criticize politely. That's all I really require. &n
You are of course correct. We haven't had time to really play the current numbers. Looking back, .005 had a world so dangerous not even the masters could compete. Now it is a little too tame. It's a problem of pacing monster lair upgrades with a reasonable expectation of player skill. If you are veteran of WoM, I am guessing you are masterful in many respects. Could you please give me an idea of how you play so I can get some better context for your perspective?
I upped poison to a solid 3 per poisoned blade trait. That damage can Crit. Crit chance for Assassins has been increased. They also have more Initiative. There is a new Acidic Poison trait for Deathdealers that does a strait 2 poison damage per hit. So, that's 9 poison, which is typically undefendable, per turn and it will have at least 20% chance to Crit. Using a Dagger is essential for Assassins to raise that Crit to 30%. Find a poisoned Dagger and you can do crazy damage per turn. It c
[quote who="hairrorist" reply="523" id="3268746"] So what's the deal with HP in this mod? It really seems to random. Dragons have less HP than some weeny human units! Darklings have like 9hp, a bear has hundreds upon hundreds--often more than most dragons and high level monsties as well. I really don't understand the thought process behind it. Movement points have the same really strange variability. A bear has 9 moves...
Version 1.0.012 is up. Changelog to be updated soon.
I will have to set a special tag to prevent beasts from being group upgrades. I did not see that coming. [e digicons]:omg:[/e]
I bet they are going to be in the expansion as part of the plot. It's a good idea to make some suggestions, but who knows if the devs are even thinking about it yet?
Mason is going to shift to stay at +3 PPM. The bonus it gives will be -33% construction costs. Then Mill will go to +5 PPM. It will force constructionists to take it, while costing a great deal for people just looking for a training boost.
Production per Material was increases by 2 in addition to the workshop boost. Signing an Economic Treaty builds those roads. If you did not do it, Magnar may have.
I think the biggest detractor is that we have lost innovations in design in favor of innovations in graphics and ease of use. Game are art. Art is a reflection of our society. Our society is weak, unimaginative, and shot of intelligence. It's no wonder games are doing the same thing.
No, that is not intended. I can't believe I did that. Making the change now. How are you liking the increased production power?
[quote who="Heavenfall" reply="509" id="3268516"]I don't know if you're interested in this, but you can make traits mutually exclusive for the player. Simply have the abilitybonusoptions inside the same abilitybonus. I have examples of this in Stormworld.[/quote] Good call.
You can disband the bear I think. If not, the cheat to kill a unit is Ctrl+K.
Okay. I will just make a trait for levelup and unit design that gives +1 Moves. I don't want to give out double moves.
What's even worse is that -50 resistance would mean you take 100% more damage. So either the weakness increases it by 200% or you can only get 50% from the immunity. I'll let you know which one I decide.
I am still working on the special units for custom factions. The devs assigned all this to the race, making it very difficult to mod out.
Mana blast is a special spell for Sovs. Like any other percent based damage, it is more powerful as the game goes on. The intent is to force the player to hoard mana. If you play the Sov right, you will be able to take out epic bosses where others die instantly. How you level your Sov and how you manage your empire affect the usefulness of the spell. It's a perfect incentive to push a player towards a mana based empire. However, if it is giving the enemy Hp, there is a bug in the calculat
The A_UnitStat_Moves is not functioning. Is there a way to do this any other way?
Version 1.0.011 us up. Link to mod library page added. Download link is again Mediafire. This update eases the pain of the early game. Workshop gives +3 PPM. Base PPM is now 8 instead of 6. That will mean more production early on and a more difficult choice about when to get Mining. Command Post is cheaper to construct. Early game monster balance is much better. Any players that are having a problem with a specific monster, let me know and I'll add it to the list. T
Another vanilla bug. Some units play the death animation right away and do that. I have seen it in both versions. You are still playing .002?