I already thought that this doesn't show the graphic already. 1 That is the line that is in my XML for the spell "NobleLegacy" So, I'm really confused as to why you are seeing this animation. Are you using mods?
parrottmath
Unit AdjustUnitStat UnitStat_SwarmBonusCounter 1 This unit recieves double the normal Swarm bonus Should be receives
Just to be sure, you may have to exit steam and restart steam in order to see the option.
https://forums.elementalgame.com/443956/page/2/ Here is the quest editor for LH that I've written. It has the internal names I've mentioned prior. Also, if you use it, I would like some feedback, currently it is on my last thing to work on list, but I'll be interested in comments to see about improvements I can make to it. The elemental tags, I was referring to LH in that post. I've been focusing mos
Take a look at the TerrainTypes.xml Plains 55 45 8 1x Movement Land <IsTerr
Nice list. I have lists of a bunch of internal names from my quest editor. If you want you can copy all the internal names for Quests, Quest Locations, Goodie Huts, Unit Names, Spells, Items, Grouping Types, Resources, Unit Stats, Improvement Types and Tactical Maps. From my actual program. If you would like I also have a lot of the tags used in elemental. (These were specifically generated to help people use the quest editor) I can include any other sets of internal names as well fro
There is a way to accomplish this, but you are not going to like the solution. There is a way to attach a game modifier to each tile from the map editor. Thus, you can load every tactical map and do exactly what you want by adding your own modifiers to these specific tiles. (Not sure of a way to automate the process without actually writing a simple program to do it for you)
As I look through the XML I found this curious problem with the road building ability Unit_Design Road Building Allows the unit to build roads <br /
It is certainly powerful to use titans breath and might be overpowered in some sense. Stardock does fix abusive behavior if there is a fun alternative. It is fun to knock the AI to the floor and smack them and an alternative would have to be presented to fix that problem. I did produce a fix to the infinite maul to prone troops, (one gets more like 10 hits or less to a prone unit). I found it rather necessary after I watched my juggernaut with a staff beat to a pulp a level 10 bone og
Each of these creatures in the wildlands have a very limited wandering radius (1 or 0). But it seems that these creatures also do not have a lair to dictate a home location so as to not wander too far. Some mention that others do not wander off their wildland, but these bosses have an actual lair and so the leash appears to be working in these cases. But as for Vetrar and Torax there is no lair for them to be leashed to, so to speak. I wonder if this is the cause of the current bug th
I've tried to ignore this thread, but all the replies forced my hand.......
You need a file server to upload it to and give a link to the file. For example, dropbox.com or google docs are two such places to upload this text file.
Might want to post your debug.err file, or at the very least post your specs for the computer.
That seems like a custom unit. Could you post your .xml for that unit (you should be able to find it in your documents folder ..\Documents\my games\LegendaryHeroes\Units They might want to take a look at that. Did you design this unit, or was it part of a mod collection?
Nope so, my suggestion above still holds. Axe_Trog
Weapon Axe Defense MaximizeSum UnitStat_Attack_Pierce UnitStat_Attack_Cold UnitStat_Attack_Fire</Co
So, there are several different AI personalities. One such personality is called Expansionist where these AI try and expand their empire as much as possible. Other personalities follow the more turtle mentality. What one suggests here is how should the AI function in a more general setting. Another mod option is to remove the Expansionist personality (I don't know if this is possible from the XML) Increasing the unrest will not stop the expansionists from expanding like they do, but then
[quote who="GFireflyE" reply="86" id="3401596"]1) AI units with no weapons: https://forums.elementalgame.com/446290/page/1 Have weapons been added for all the units listed? (so that I don't need this mod anymore)[/quote] This has already been fixed in 1.3 (so you don't need that mod anymore) [quote who="GFireflyE" reply="86" id="3401596"]3) AI and Immunity: https://forums.elementalgame.com/444851/page/1 Has the AI been sufficently updated to take
Most of my mods are compatible with the latest versions of dlcs and CoS. Snaking is compatible with everything Henchwomen is compatible with the Quest DLC, but not as of yet the Loot pack DLC. (It will run, but the henchwomen may not use all the new items) River Bridge is compatible with everything Armored Militia is compatible with everything Tentstyle is com
All I have to say is great work. Looking forward for the AI to cast spells in better ways (especially summoning)
[quote]Monsters are generally more aggressive in neutral and player territory[/quote] I LOVE IT!!! Makes me laugh. [quote]Fixed lots of issues with placing rivers in the editor.[/quote] I look forward to using your editor for creating rivers on maps.
I don't think there is anything wrong with the code. The AI will attack these units when they encounter these units. The solution to this problem is not as obvious as everyone seems to think. Any change in this encounter code can very well move to an entire overhaul of the system. The issue pointed out above is that the AI is doing a great job avoiding monsters. I call that good programming and thinking by the AI. It knows it can avoid them, so it does (I would in game if I could.
It is not a few seconds... it would expand to a few minutes in short order (similar to a late game Civ 5) As each calculation for the AI must take place during their turn and you would end up adding quite a bit of time. A few seconds in the beginning of the game, to a few minutes mid game, to a longer wait time. @Primal - I use cheats to observe the AI and see what they do. Try running the game with -cheat and typing ctrl+u (see the map). You can make observations when this happens.</
[quote who="Primal_Savage" reply="5" id="3401030"] There is an AI vs AI battle movement problem?[/quote] You haven't noticed it... it is the same problem with the monsters, but it occurs less often as you pointed out the movements are the same, but does still occur and for the same reasons in the post above.