Dispel Enchantment. You have to have the tech researched under the magic tree Sorcery
parrottmath
[quote who="temple_dan" reply="7" id="3376700"]A couple of questions - for Likelihood, does a higher number mean more common, or less common? Also - does anyone know what the AIPriority and AIPersonality tags do? [/quote] The higher the number the more common the item is likely to appear. But the rarity display also is also used to establish which random item group the item resides. The AIPriority tag I speculate that implies the likelihood the AI personality will u
So, it appears I was incorrect, it is just the tag 1 makes the item consumable in combat. Similar to 1 makes the item consumable in strategic.
Yes, it is possible to do exactly what you suggest. You would need to create an entire set of new axes (same stats if you like) and remove the tag Defense . The combination of Weapon Defense makes two handed weapons. Also, you need prereq tags (Lets the game know to activate this item when you have this ability) <Type
I hope your tests are successful I'd be interested in what you conclude. It's alright if you don't accept my premise at the moment, but if you look at the studded collar it has 0 and has the tag 1 and has the tag 0
Since bread doesn't have the tag 0 It then implies that it will not go away when used in battle and can only be used once in battle. Because Ironeer Ale can only be used on the strategic map and not the tactical map. Notice it doesn't show up in the items when you go into battle. Like I posted before the tag is for consumable on the strategic map. If it is set to 1 you
I thought they would say something along the lines... "Well that is not the ultimate question."
You have xml errors Unit  
[quote who="GFireflyE" reply="111" id="3376934"]I was unaware that the spell only lasted 5 turns. I thought Blind was a more permanent effect.[/quote] The spell blindness is permanent for the battle, blinding light is not. This was the biggest reason why I didn't touch the spell. Bummer about the crash... Well now you can try the updated version of the mod :) or see if you can reload an auto save. I hope that this mod added a reason to create a kingdom faction with binding
Blinding light is a spell made by the devs and probably should be balanced by them. Note that it is only a 25% reduction in accuracy. I thought about a cool-down, but this blindness lasts only 5 turns and so a cool down would need to be around 10 turns otherwise it is pointless and 10 turns seems excessive. Also, every time you use the blinding light you are wasting a turn where you could be hitting your enemy. It's a give and take at this point and I'm not sure that it is
[quote]1) I had an Army with a few heroes and my sovereign inside an opponents territory. Well I ended the turn and I get this message saying that I had to pay 377 mana to teleport my sovereign to nearest city and that all my heroes that were in the stake took a wound. It did not say what happened and I was not attacked by another army because no popup came up and there were no armies in the area that I could see.[/quote] You have just encounted the enemy using something like pillar o
I reduced the damage from the sword by a little less than half. and reduced some of the armor bonus of the gladiator armor. The young version gets both of these new weapons. The iru servant upgrades to the longsword. Finally the ancient uses the equipment as per usual. Thus, it is an upgrade from each entity with damage and such, I'm curious on how these play late game.
It counts the turn the spell is cast as 1 of the 3 turns.
[quote who="discodog" reply="3" id="3376888"]That is a fair point about being able to choose both traits. I should have pointed out in my first post that the Mancer's Silverswordsmen use the experience trait and not the veteran trait, which makes them more expensive than they should be. [/quote] Ah, then that is just plain silly that Silverswordsmen didn't use the vetran trait as well. Unit_Medium_Mancer - Silver Swordsman Unit_Magic_Heavy_Manc
What I was afraid you were going to say that... Here is an attempt to balance that Iru Servant. -Added Angel Shortsword -Added Weak Gladiator Armor
Notice that I didn't say the counter attack immunity is all that important, it was just another ability missed in the list of perks for the spear. I tend to think that crushing blow is a rather powerful punch. I'm also curious if it is intended that these special attacks are all normal piercing damage or did they intend to use the fire, poison, lightning, cold attacks inherit with the weapons. If it is supposed to use the special attacks, then there are errors in the xml.
I wonder if it is just a building placed on top of a mountain and not an actual quest. Something like eye candy for the wandering soul.
I can't disabuse you from this notion, but there is also the counterattack immunity with spears that wasn't mentioned above. I found that bashing weapons are a very good go to weapon and spears do not inspire me to use them. Would like to see more with the spears...
[quote who="tjashen" reply="9" id="3376776"]OK, so riddle me this?[/quote] So I added the tag to the mushrooms 0 and when I used them in battle the mushrooms disappeared. I also, for fun changed the internal name tags of the potions to something else and it still used the item the way it always used the item. The internal name is just an identifier and the functionality comes from within the item block code.<
Nope... I just ran it with my bounded elementals mod and it shows up in my research screen. Not sure what problem you are running into here. I have run it Kingdom - enchanters (no binding) I have run it Kingdom - enchanters + binding I have run it Empire - enchanters (no binding) I have run it Empire - enchanter + binding I do not encounter the problem you are encountering with my binding mod.
[quote who="GFireflyE" reply="103" id="3376764"]Just got a copy of the Young Glass Elemental before Gilden's boarders expanded and took over my shard. Also got ahold of a Young Perlite Elemental. The graphic for both are pretty slick. I don't think I see any differences it ability compared to their corrupted versions....though I have not looked at the code line by line. [/quote] They have the same code, they just graphically look different. I didn't want to chan
[quote who="N1ghthavvk" reply="13" id="3376770"]I can always attack Abeix in his chasm? I could never use melee against him, but Archers worked fine. Also he seems to spawn at his end location like normal? I have yet to besiege him in 1.2, but in 1.1 it worked fine. [/quote]
[quote who="tjashen" reply="5" id="3376545"] The .xml for these files are almost exactly identical, so what tells the game to consume the potion bot not the bread? Well, looking at the .xml, Internal Name="Bread" does not have a Potion_ prefix, but pretty much all of the consumable potions do...[/quote] Let us revisit this and say the difference is the tag 0 If this tag is there then the item will be consumed
Fear is not working as intended. Fighting against Abeix my units were under the fear effect, yet the afraid didn't remove before I was able to act. If fear was working as intended, my units turn should be skipped as they are with dazed, but in fact they are not. I would have to show screens to prove it to you, but it is not working appropriately. The resist to the spell should only occur the first round, which I do see some of my units resist, but a lot of them don't resist. There is
I used a custom faction and I see the icons just fine. It might be a conflict in the mods that you are running. I created a custom faction with the enchanters ability and I see the icons. Of course I was running no mods at the time.