To the wandering monsters, I do not know what is going on with your game, but I have wandering monsters.
parrottmath
The AI unit Intimidator - Unit_Magic_Medium_Trog_AI3 This unit is produced with no weapon, but then is allowed to upgrade to a weapon afterward. It probably would be nice for the unit to start with a cheap axe. Not sure if this is the best way to approach this. Axe_Trog
I was looking through the files on the update and observed that the defender units like Peace Keeper, now appropriately have a weapon, but included with this is an armor proficiency. But there is no armor upgrade set for these units, and thus you are building sub-optimal units. Probably add some armor upgrades, or remove that skill altogether and replace it with another ability.
The population directly effects growth. If the population is close to food threshold the growth slows down.
[quote who="sjaminei" reply="250" id="3382766"]Anyone got a suggestion on how to make a building unbuildable but still show up in the tech tree? Conclave/Fortress req did the trick, but polluted the tooltip so it was a no go [/quote] You could try to make it part of the upgrade path of a building that you can never obtain the requirements to build. You Cannot Build Me</Di
The beta seems to be testing only Brads AI changes as the xml has not been updated so all the xml changes in the log won't show up.
I forgot to mention, Trojasmic, you can use this instead https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/AI%20Fixes/AI%20Spell/AISpellCollectionUpdatev0_6.zip by the looks of the change log they sort of followed some of these ideas. Yes, I do stop beguile from using web on Ranged units. (The game updated and the xml chang
[quote who="Frogboy" reply="16" id="3382777"]I wonder what people would think of a Stardock developed Star Control game.[/quote] I would be happy to test that for good quality control during the entire process... where do I sign up?
[quote who="Ishantil" reply="6" id="3382836"]Thanks for taking a look. I like the concept of Maul, it makes things dangerous. But being able to nearly one-shot people based on luck is kind of silly at times. [/quote] I agree, and if you want Maul to last shorter for yourself, go ahead and change the -10 on accuracy to -20, that will remove roughly 30% accuracy each round and limit that accuracy down to roughly 4 rounds. (At present it is roughly 6 rounds for accuracy)
You can also load up Items and Units folder and such even with the mods thing off. The only thing it loads differently is the mods folder and the mods folder is the only folder where you can load new graphics.
I don't think the XML changed, I've checked all the stuff that should be there. The XML didn't change, but I think the exe file did...
Derek or others... are you sure you released to beta, I don't see any changes (I've looked), but I do see files called DLC03 (So if that is another DLC, I think people are getting it for free). Edit: I do see the file update to 1.3, but I do not see any xml changes. (You did remove the DLC03 files)
To have spells show up in the tech tree you need to alter the tech itself. Secondly, Destiny's insight can be copied over and changed just fine for me, there is always things that you must do to ensure a spell will automatically show up. For example, AutoUnlock is an important part of this Thirdly, Your spell only tells the target champion may have permanent death for the turn. You do need to actually perform the killing move. Might I suggest <b
[quote who="Tryriael" reply="85" id="3382733"]Did you guys fix the bleed I,II, and III bug on assasins tree where the dot (damage over turn/time) where the 3, 6, and 9 damage were healing the mob instead of damaging it? [/quote] It has been fixed prior to 1.2 coming out. It should be fixed currently.
Thanks I've updated the maul to reduce the attack by 10% + 2, also it will deal with each special attack separately and reduce them differently and stop reducing by -2 when negative. With an attack of 30 it is still possible, but unlikely the attack will last 10 rounds.
I've updated my Maul Debuff and now am quite pleased with the results. It will now only reduce attacks with positive values, if it is not positive it will not reduce it, a "new" feature I've discovered. For those that are modders and watch this thread every so often. I've answered my question about the Boolean value calculation. Thus this opens the door for logical "and" and "or" statements within calculating damage. For example, you can create a spell that will dama
So I altered the mod slightly. It will take 10% of the units accuracy and reduce the accuracy by 10 more than that. This reduces the accuracy to actually go negative. On top of this it will take the units attack and reduce it by 10% each strike (+1 to ensure that it goes negative) Once the attack is negative the opponent will block the attack and the maul will stop.
Yep. There are probably a few issues since I changed them, and couldn't test everything.
That is exactly what I've done with the Armor Attributes. I've basically doubled the number of units from the core unit file setting up when particular units appear with slight variations to their armor. For example, I've given every AI design their own Wanderlust troops. So, if someone makes a wanderlust custom faction with anyone, that AI faction will now have all the Altar Armor for all of their units.
Updated the Armor Attributes. Updated the Unit Designs to account for all the new prereqs and also set up for custom factions to have better AI units.
The slave archer for Quendar - Unit_Quendar_AI6 Has an armor proficiency and no armor (not even in the upgrade equipment section)
I agree, that is why I made a modification of the maul ability. Given an attack of roughly 30 it will stop after about 10 hits (most likely sooner). It will even stop if the person is prone, giving you a blocked message. https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/MaulChange/MaulChange.zip Put this in the mod directory a
The 80+ quests / random events is rather poor amount? I disagree with that statement. One issue that may seem is that the amount of quests at each level may seem rather small and thus the overlap will be present. I do not think that the Quest DLC will address that quest overlap issue of which you speak. The Map DLC does provide unique play experiences and there are things that go above and beyond the core game itself in the DLC (a rather huge map). So, I do disagree with the fact that
The Cards look great. Good job Leo.
[quote who="sjaminei" reply="3" id="3382326"]Has Stardock hired you yet? ^^[/quote] Not yet. ;) I would of course have to apply and probably have to move to Michigan. As to your other question... Yes, most of the generic troops have a simple upgrade option based on armor type and such. Namely you will see EquipmentUpgradeDef and if it were the EquipmentSlot of say Defense. That is associated with the offhand i.e. shield. With Champion stuff, I'm not exactly s