Okay, I see that there is no functional difference between this snaking and my version of snaking. It's a nice simplified approach to the problem. I've noticed that you can simplify the code even further by doing this instead: [code="xml"] Category:Forest
parrottmath
If you play Altar you can purchase a quest map from town. This will give the champion the ability to spawn a quest next to them, but this ability is unique to Altar. The other way to generate experience is to harvest, namely don't kill ALL the lairs around your city, leave a few available that will spawn from time to time weak monsters. Allowing you to farm the experience from these creatures as they come out. Bandits are a good source of this.
Yes, Cardinal and I spent quite a bit of time filling in as much as we could. The update to 1.6 will prove to be a lot of time of filling in more data ;)
[quote who="Primal_Savage" reply="139" id="3451014"]2. Xtra_Game_Snaking (LH/DLC02/DLC04) Added some snaking files. It's somewhat of a mix of parrottmath / Heavenfall versions. Did it for myself, but making it available to everyone. [/quote] What does your snaking do? It appears that it is a near copy of Heavenfalls barred terrain and my mod. Is there really any differences?
For those that are interested the wiki has a table of all the weapons together... http://elementalgames.org/w/index.php?title=Items It is accurate to LH 1.5.
I noticed a mild xml error in CutscenePack.xml Line 4898: does not have a close tag. That is we should add Line 4984:
One tip for the undead is that they have NO upkeep, so build-build-build armies and overwhelm the enemy.
Any fix we apply on the xml side of things is not ideal. It has to be fixed internally for the best results, I wouldn't expect them to take any of our fixes to this problem as a fix for the game. I'd like to see if it fixed appropriately, but wouldn't expect this fix for the 1.6 patch.
Seems that overrides are necessary for the wisp and also by light-bringer. Appears that the default play mode should be character outlines off and particle effects on.
[quote who="Primal_Savage" reply="641" id="3449112"] Quoting UnleashedElf, reply 640 Is there anyway to make a champion so that it cannot equip items and cannot ride a mount? DoesNotExist [/quote] You could however create your own model type and set up what items and equipment that the unit can use. See my female henchmen mod, or my militia mod for more details.
You can use my mods for these towers if you want (if you include my mod with it, just some credit where credit is due is all I ask). The ability would just require the improvement to the city. Instead of flaming arrows I would rather see the ability boiling pitch, follows similar to the burning hands spell where it targets several people in front of the tower and burns them. Have fun with it.
The code to set up the siege maps were specific to the tactical map by placing blocked tiles. I recall removing some blocked tiles from some of those maps. I do not recall of a way of placing a blocked tile in a location.
Why is 1000 gold too cheap to steal a city? It is a rather large amount of gildar. I don't see this skill being used very often in my games, but then I don't play the extreme difficulties. I'm more curious vs. against. I also wouldn't change the spell cost to be dependent on unrest. If you really want to nerf the spell add a casting time. Giving the opportunity to interrupt the spell... Casting time of 3 - 4 turns.
See "firestorm" for an example. But abob101 has the example written for you.
That is nice. Are you setting up the watch tower to be immune to melee damage?
I believe if you want to change the y-axis on these things you need to play with the animation files directly, and define unique animation that puts the unit that high up. Think it might be something they use when they created the mounts, but I'm just making a guess.
there are different kinds of rewards that are possible for particular quests. I've only created a list of possible quests, I've not had the time to edit a walkthrough of each quest and say what rewards you will get from that particular quest. Most quests are worth the effort. You can always download my quest editor and open up all the quests and run through them to see the rewards you will get at the end of the day.
I was thinking of using the UnitStat_ReflectDamage but target the caster instead. Not sure if that would work given the hard-coded nature of things. I've no clue if this would work (probably won't). But I do like the idea of casting something upon that units death, or near death. Of course here is another idea that could work. Upon death the unit disappears, you can cast a spell at the beginning that sets up tile destruction that is masked by the unit otherwise. When the unit
I suppose you might be correct. I wonder if you could set up a damage capture spell that will catch the damage of the enemy and apply it to the unit instead. I suppose you could give the unit a resistance of 90% and then add the 90% damage to your unit model. Hence, you get a spell that will most likely cause the killing blow in most of the cases. So, if a unit does 10 points of damage, 1 point is gotten through by the unit and 9 points are given by your spell. It wouldn't work pe
Take the idea from Infernal Covenant, there is a tag Unit SummonUnit Death Demon DeathDemon 1 -1
Since the tower unit is not to be moved you could try and set up a constant effect that is cast at the beginning of the turn that does something upon the death of the tower. You could at that point decorate the tile with destruction or try and remove the tile altogether.
:) [e digicons]:beer:[/e]
[quote who="Matchbook" reply="6" id="3446850"] Technology to do things for us we can - and perhaps ought to be doing - do for ourselves. Astonishing, really. At a glance, all of this stuff seems reasonable. Maybe a shoe that auto-ties itself. Trousers that auto-zip. Pens that write as you speak (exists on the computer, of course). Chips in the brain and eyes, to allow us Google searches right inside our heads, with merely a glance. Toilets that examine stool and check for vitamin defici
I wouldn't mind seeing a planetary invasion take multiple turns. First it would be more reasonable for conquering. It would allow allies or your civilization to counter invasions within their troop transports. But this might lead to a population system that identifies the military strength (armed citizens / military personnel) on the planet, so when one invades with 250 million troops on a planet with 3 billion people, not everybody is a soldier, and so the 3 billion people might have a m
[quote who="Borg999" reply="146" id="3445965"] Quoting Frogboy, reply 143 Gods can die. Source? Gods are immortal. [/quote] See Cronus.