[quote who="Heavenfall" reply="44" id="3378900"]My tests when modding all point to this modifier TacticalUnit ChanceToLoseNextTurn <DisplayName
parrottmath
I recall this obscure bug from a long time ago and I think it had something to do with the graphics card settings. Are by chance using an ATI graphics card? If you would like them to give you more help, they would like to know more about the set-up you are running, posting a debug.err file might be helpful (you need to use a 3rd party site to host and set a link on the forums).
If you play on difficulties higher than challenging then the monsters will attack your cities more than the AI, as was told to us a while back, since that adds the extra challenge to the game.
[quote who="GFireflyE" reply="8" id="3379009"] Quoting joasoze, reply 7 Dont build cities close so that the city borders will activate the monsters. Which is a bit of a catch-22 because the AI doesn't follow the same 'rules'. You're stuck with losing a city location to the AI's sub-optimal choice to which the monsters are released and they ignore the AI and come at you....OR you build the city so that the AI can
That code is mostly for city defenders. Not sure how to use it outside of that situation, and it may not be allowed outside that situation. Also the modtype for yours spell should be Map for summon units
[quote who="tjashen" reply="188" id="3378849"]Ivon, If you are trying to spawn friendly units onto the map, I have no idea. Parrotmath, etc. have a lot more experience here. If you are trying to add a unit to the player when he visits the goodie hut, entirely possible of course. You just put the 'UnitJoinArmy' earlier in the Objective tree (make it a separate objective), and the unit should show up at that juncture. If you are looking
For the treasure yes. For the encounter no. Look at mercenary or ogre resource for some unit spawning. You can also look at the Air Altar for some other spawning.
The fire shrill instead of shooting you with fire will come up and attack you. So, the AI will not freeze, as it can always do their ranged / normal attack. There is not variable way of setting the attack. Notice that I was careful not to include any ranged attacks within the new AI update, because it would freeze the AI. I also do not have access to a random number generator and cannot produce a percentage chance they will do something or something else. So far all of my tests
Soooo, if you intent is not to move the quest forward you can always do something along the lines of cannot complete text, similar to the arctic wolf cloak quest. [quote who="Cavil" reply="180" id="3378553"]I am making some changes on the starting weapon and i have a small problem. I changed the Battle hammer and the Leht staff to be available in sovereign design but also kept the required specific ability for each (Great Hammers, Enchanters) point is they appear on all sovereigns hav
[quote who="StevenAus" reply="123" id="3378517"]But what exactly is "time"? Perfectly exact and definite answers only please. [/quote] A measurement of a common 4th dimension in physics.
In general when dealing with the calculate environment you should only compute 2 things at a time. Unit CurHealth 1 <![CDATA
Yes, you are correct... ;) that is what I get for living on Centaurian time and not earth time.
Yes, but you have a better chance of getting damaged. Plus, the two resistances that I find in the game is 50% ability from Defender and a 50% cloak from the shop. You then have 20% per earth shard from natures cloak spell. Not to many other things out there to cause this type resistance It is better than the AI trying to shoot me with 100% resistance from embers. At least now the Fireshrills will attack you instead with no damage done to you at all. This was a first attempt a
Doing some calculus on the matter you will find that as def goes to infinity keeping attack the same, you will yield a times 4 damage of an attack that is basically 0. But if you keep the attack always more than the defense, as attack goes to infinite the closer the damage gets to 2, but as attack goes to be equal to defense the attack turns out to be more like 2.6 times more or more precisely the fraction of (8/3) If this is the function that computes the damage... At
So, I recently started playing the AI TargetIsWorthy tag with some success and would like to get into some details. In the ValueCalcWrapper, we may see the following statement My question is the result of the CDATA calculation [Calc] If [Calc] < 5 is true, does the value return a 1 or TRUE, or
[quote who="sjaminei" reply="175" id="3378452"]Nobody know how to make a "set" of armor appear? I can do each item on it's own, but that's annoying... [/quote] The "set" of armor doesn't show up, basically you create the entire bit of armor and the breastpiece is not hidden from the heirgamenon while the other pieces are hid from this. thus, the only piece that will show in the research screen is the breastpiece and the others are hidden. Tjashen is correct that you
Added a set of AI commands to help out the AI in looking at immunities before using particular spells. Highly incomplete and just a first attempt at getting the AI to do something with their tags. Here is the changelog -Barbs - Stopped the AI from using it unless their Hitpoints are above 24 -Beguile - Stopped the AI from using it against ranged units -BottledFire - stopped the AI from using this if the target has a fire resistance of 75 or more -Blizzard - sto
You may be correct, but have you consider using the escape trait in combination with a recall scroll (even though you have no movement, you may still cast magic) There are other spells that will also teleport your army to another location and can be used after the escape from the battlefield. The intent was to not allow the battles to be escapable, but since you may escape, you can reinforce your units if you have another unit nearby, thus, not making the escape useless, but a
I'm able to wear light plate armor...I wonder why you cannot.
[quote]Sometimes they ignore my army moving past them sometimes they attack. I can't figure out the rule. [/quote] There is no rule... similar to what happens in the real world when walking past bears or crocodiles... sometimes they do nothing sometimes they attack. If you have a powerful attack, and defense "basically an epic or deadly army" they are not likely to attack, but they still might as it is random.
I use it in my WonderBase mod, and no it doesn't need to be defined anywhere. But you should be aware when editing these things your mod might become incompatible with other mods.
The winter guard doesn't use a krax spear. Winterguard Race_Type_Krax 1 Male &nbs
So, I haven't a clue what most of the weapons that the developers wanted to have for each of these units, but here are some guesses to the weapons. https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/AI%20Fixes/AIUnitMissingWeapons.xml Sons of the Edge - Added a shortsword with blade ForUpgradeActionOnly PeaceKeeper - Added weapon upgrad
The improvements are an additive type overwrite. You may add to the file, but it doesn't actually replace the file. So my recommendation is that from the mods folder you have 1 Tech &
[quote who="sjaminei" reply="169" id="3378362"] Quoting EstyleS, reply 166 Quoting sjaminei, reply 165 Two questions; I tried to add a tech in a standalone XML file, didn't work. Copy paste part of both "sources" in the Single player tech thingie. It's essentially similar to arcane armor in prereqs and all. Tech modding is somewhat annoying. See here: https://forums.elementalgame.com/445598 <br /