[quote who="BernieTime" reply="218" id="3381232"] Quoting StevenAus, reply 217 Thank you very much for your help, that's what I wanted to know, thanks! And just so it doesn't get lost, it would be great if a modder could reply to Reply #214 too. If I understand the code you're working with, You're creating an item that gives +4 Fire Attack when equipped. The following code then tries to get the item to also
parrottmath
Those two choices should be disjoint (which is simple to do), but yes that could create a problem. I suppose the easiest solution is to leave it alone and allow the player to make poor choices when choosing light plate. edit: I forgot about the champion armor, which requires plate proficiency and is better than master chain. Thus, I revised the original post as well as this one.
If you had Curgen's volcano you might be able to destroy that city if you really need to :) But a simple raise land and lower land spell would help out a lot here, level 3 earth spell.
[quote who="BernieTime" reply="211" id="3381030"]Hopefully a quick and easy question: I wanted to create an Ability that caused a Strike Exchange. Effectively, I attack enemy, enemy gets a free counterattack. What I'm not seeing is an immediate trigger for Counterattack. Most options would grant a counterattack ability to the enemy, but no response to the immediate strike. The only other thing I can think of is to fake a counterattack by giving a hu
Not sure exactly what you are referring, but here goes: The Tags Weapon Defense refer to how the unit uses the weapon. Is it in the main hand (Weapon) is it in the offhand (Defense) The next two tags are what is used when you define for a unit the upgrade style Is the type of weapon being equipped. I think this is a reference to how the animations are to deal with the weapon
Thanks, I was thinking about a career change.
So, after seeing some recent comments I found that the tags does not work when set to 0. Instead the tag 0 is the fix to ensure a 0 cost merc unit. https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/Abilities/MercKnightsFix.zip has the updated files and does in fact give 0 wages for these units.
The warrior default design for Gilden has the Chainmail proficiency, There is no reason for this since Gilden (default Gilden) has no chainmail or access to chainmail armor. Might I recommend a removal of that skill from the warrior design. Maybe add another skill. It seems to be a holdover when mauls and hammers were two handed. Also, whenever a player selects the chainmail proficiency it should be removed if the faction has the light-plate skill, similar to the plate skill.</p
[quote who="Derek Paxton" reply="5" id="3380776"] We are updating the quest DLC today (its the 2nd update since we released it). We treat it the same regardless of if it is DLC or not. As for the Giant Skeleton, not all of the unique monsters were supposed to have unique treasure associated with them. Cnotta doesn't either. But I did notice that I set Cnotta to drop a rare item when he was killed. So I'll switch the Giant Skeleton to
I'm not sure if that is hex tiles or a part of a shield graphic that is using hexes. ;) I for one do enjoy the square tiles, there is no need for hex tiles. I would much prefer to see Octagonal and square tiles in a game, because I'm so tired of seeing a mono-tessellation of the plane, give me some semi-regular tessellations. On the course of these new pictures, I'm pleased to see such good quality coming out. I truly would like to see the results of this feat of work to c
I do not know if you can reward based soley on the abilities. The QuestCondition uses Item checks and Resource checks. When using this to unlock a choice it actually takes that item or resource away from the player. Within these guidelines you will have to try to set up a reward system for your particular profession.
I tend to play the game by casting no magic throughout. Especially if I'm playing a faction where I feel should be non-magical in nature.
[quote who="Trojasmic" reply="61" id="3380694"] Freeze is working, but Tremor is still broken. FIX IT! [/quote] The problem is the target tag FriendlyTerritory This is currently the Tremor Target Type it should instead be EnemyUnit
Just thought I would mention that the giant skeleton gives you no treasure upon killing... much to my disappointment. I'd be happy if it dropped a giant bone that allows you to summon a pack of wargs to fight for you... Or skeletal teeth that summons a small skeleton army (Jason and the Argonauts comes to mind here)
If a wandering mob is spawned from a lair and is destroyed it thinks you have destroyed the guardian and thus shows a green treasure chest above the lair. I thought that this was a simple enough bug, but in actual game terms it is not. The tag on some lairs is destroy if guardian is destroyed, but this means that the lair is no longer a threat the moment you kill a weak guardian travelling about. For example a brood lair spawns a shrill with brood archer, I kill him and now the
They do look at a lot of these reports on the forums, but they don't always reply to every thread (since they are busy)
There is a damage multiplier in the UnitStats that is the multiplier to the damage. So I suspect that it is a flat multiplication to all damage.
[quote who="Derek Paxton" reply="59" id="3380651"] Quoting parrottmath, reply 57 Increased the hp required before the AI will cast barbs AI won’t Beguile or Confusion on ranged units anymore AI won’t cast blizzard on units that are immune to cold anymore AI won’t cast Bottled Fire, Burning Hands, Embers, Fireball, Fire Breath, Flame Dart, Inner Fire or Soulburning on units that are immune to fire anymor
[quote]Increased the hp required before the AI will cast barbs AI won’t Beguile or Confusion on ranged units anymore AI won’t cast blizzard on units that are immune to cold anymore AI won’t cast Bottled Fire, Burning Hands, Embers, Fireball, Fire Breath, Flame Dart, Inner Fire or Soulburning on units that are immune to fire anymore AI won’t cast Call Lightning, Channel Lightning, Lightning Bolt or Soul Spark on units that are
Well I could end the turn save it and send you the next turn see if that helps. https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/Karga7NextTurn.EleSav There is your start of the next turn. Hope that fixes it... You finished a mason in one of your cities (if it doesn't tell you)
Looking at the cloth map I noticed that the panther den icon is the naja lair icon. Shouldn't this look like a different icon, something resembling a panther? I know you do not have an icon set for a panther so it would probably have to be created.
That explains it, the ai gets a vision bonus on those difficulties.
The description needs to be updated. It should say -15% unrest since they removed the per essence for the cleric, they need to update that here as well. Maybe we should start a thread where descriptions and actuals are different so they can polish these things up.
That is definitely not a slow machine (faster than mine). Grasping at straws to determine why it won't end for you and will end for me. The turns are a might bit longer than the ones that I usually have, but maybe the devs can figure this one out to prevent it from happening in the future.
The save games store all the xml data, so a backup and reinstall will likely have no effect. Also I do not have the end turn problem as you do (I ended three turns without issue). Although your turns are taking quite a bit of time between. It could be a slower computer what are the specs.