No luck. seems completely bursted. I guess since it was the one of the features Stardock struggled to get it at rather late, I assume it is full of bugs inside..
kwm1800
And that's weird. This modifier indeed works on bandits (who are 'Men') right? Just bugged on 'Beast'? I shall try on Elementals as soon as I finish reinstalling the game (downloading from Steam ATM)
[quote who="Heavenfall" reply="23" id="3274711"]For some stupid reason this line Beast is preventing the modifier from working. So yeah, you were right, it won't work.[/quote] Hehehehe, so I guess I am going to file another bug report, which probably be never fixed, right? [e digicons]:\[/e]
Well, I did everything I could so far. Just in case, I am reinstalling the game see if that changes anything.
I am on 1.01 as well. Here is the whole code. With this code, I should had gotten level*10 mana after the battle, and it is not happening at all. [quote] Tame Take control of the targeted Beast. S_Domination_Painting.png T_Tame_Icon.png</IconFG&g
Hmmm, I am not sure whether my game is bugged at this point. The original code (that gives you +1 metal) does not work. I tried different way: I removed the charm modifier and just only mana drain/gain modifier. And it does not work. I am very sorry Heavenfall, but can you check this code on your own game? Maybe my game is bugged.
[quote who="Heavenfall" reply="16" id="3274680"]Also try setting the modifier before the charmtarget modifier. Maybe there's a bug there where the unit is charmed, and thus "lost" to the game engine. If you have the modifier in front you may prevent that.[/quote] Very good call. No wonder you are amazing modder. I will try that now...
Tried positive value as well, still not working. I also increased mana lost to -10x. Not working at all. Now I am trying original code used on that hammer and see if I get +1 metal. To see if my game itself is bugged or not.
[quote who="Heavenfall" reply="14" id="3274675"]The modifier works, I think maybe it just doesn't work like you think it does. 1) The spell costs 40 mana to cast. You see 40 mana in-game. 2) You cast the spell, it uses up 40 mana. 3) In your example, if the spell is successful, it drains target's level * -1 mana from the caster's pool [/quote] Ok I will try again. But I think this is not wor
I slightly modified your code and tried again, Nop. Still not working. [code="xml"] Resource Mana 1 [/code
[quote who="Heavenfall" reply="3" id="3274596"]You can't have a dynamic cost before casting, but you can subtract the gold/influence/mana after the cast, see Singing Forge for example. [/quote] Nop, not working Still costing only 40 mana after the cast and after the battle. Maybe my coding is wrong, but I think this may not be possible. [code="xml"] Tame<
[quote who="mqpiffle" reply="7" id="3274643"]I believe one of Magnar's spells gives mana with a counterspell. Look to that for inspiration. [/quote] Argh, you mean mana leech? I believe it's water spell and its value is static. (40 mana)
Even tier 1 spells like Wither will become very powerful strategic spell in later stage of the game. But then, magic in general is very underpowered anyway. :P Again, it's AI problem that AI does not use strategic spell well.
[quote who="Heavenfall" reply="3" id="3274596"]You can't have a dynamic cost before casting, but you can subtract the gold/influence/mana after the cast, see Singing Forge for example. [/quote] Thanks for the input. To clear what you said.... so, I can't do dynamic cost before casting, but I can do it later? I want to make Tame spell costing additional mana based on the level of the monsters the champion tamed after he/she successfully did so.</
It would be amazing if this is possible. This is probably only way to balance beast lord, diplomat or bandit lord's ability. They are broken in both ways if static value is used.
Not sure this is reported already, but half-drake's figure scale at cloth map is broken.
The closest related thing I can find is mana blast (which damage output being variable, not the amount needed.), which I found... non-related. I just can't find it. I was trying to make a mod for balanced *Lord professions (Beast, Bandit, and adding Elemental). What I was trying to do was that make tame/bribe spell costing mana/influence based on the target unit's level and/or HP. I guess this is yet another hard-coded one.
Sean, I just realized I have been playing your mod with duplicated file bug (everything appears in double. double heroes, double monsters, etc), and was using wrong map file (the research rate was really low, even for epic mod). I am playing again with all of the bugs and mistakes fixed, so please ignore my previous impression.
I don't think we need yet another nerfs on magic, since pretty much many of them are nearly useless at this point. What we need is better AI on dragons so they can use their breathe more often and more intelligent matter.
I see, probably I finish the game rather fast and clear dens before they grow enough. And just where is Sarog and its Temple of Dragons? I played so many game but I never encountered it once.
Coastal Skath (tho it appeared as one of Untamed Skath from one of quests) Giant Albino Spider Giant Ravenous Harridan The Spider Queen Bone Ogre Lord Krigoth Ravager Probably last two's disappearance is due to the fact that icy environment was removed from the game.
[quote who="Lord Xia" reply="32" id="3271246"]Eh, forum trogs bitch about DLC and things a large portion of players are perfectly willing and wanting to pay for. Let them put out the map packs, see how many are sold, learn from it, right or wrong, as Beth did with horse armor and we'll see. [/quote] More like most 'normal' people will just skip the DLC altogether and not bother since it is just not worth for 5 bucks, while it creates some more wh
[quote who="Frogboy" reply="1" id="3270576"]It's not a proposed map pack. It's the first DLC. If you don't want more crafted maps, don't get it. [/quote] That's not a really good answer. This is more akin to 'horse armor', it is a DLC that very few people will care about (since most people prefer playing on random map), and will waste a lot of goodwill from people your company just barely restored. <
I understand. I remember you mentioned Ivory Towers mod somewhere else. I tried to look for it, but I could not find any thread about it. I assume it is still in-house project.
Because AIs are bad at dealing with monsters in general, increasing world difficulty actually makes the game easier. Probably the most difficult setting would be world difficulty as 'novice' and the AI difficulty 'insane', but then again, at that point, the game becomes more of chore than enjoyment.