[quote who="parrottmath" reply="13" id="3347117"] Quoting OliverFA_306, reply 12Alternatively I don't know if the AI is Smart enough to disband a unit that has only 1 HP and is marked as having a very low combat rating. I thought about the 1 hp thing, and didn't actually do that. It's just 1 last hurrah for that champion. In fact, one could implement this system for champions in general. Add it as one of the injuries... if they get it you really want to heal it. [
OliverFA_306
[quote who="halmal242" reply="14" id="3347132"] This is actually another way a strategic autocast would be useful.[/quote] +1
[quote who="schattenjaeger" reply="3" id="3347098"] Quoting Alstein, reply 2I can wait another week or two if it means better systems. +1 to that![/quote] +2
Oh, I see! Instead of having a useless unit have a fully functional unit but that only will be able to fight one last time. Perhaps is an interesting way of addressing things. Alternatively I don't know if the AI is Smart enough to disband a unit that has only 1 HP and is marked as having a very low combat rating.
I understand. Yes, bugs need to be solved. I agree with you.
I suppose that the problem is that AI vs AI uses autoresolve and then IA henchmen don't die. :( What about unlocking an strategic spell called "Kill Henchman" or something like that and encourage the AI to cast it? Would it work?
You did it again Parrottmath [e digicons]:D[/e] Perhaps if you make the injury give a negative value to combat value autoresolve will always kill the henchman so the result will be the same ;)
Great minds think alike Parrottmath ;) Is great to find a solution to something we want to do for a change ^_^
I know the solution!!!!!!!!! [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] Make the injury autocast a battle spell, and give the permadeath through that spell. That way if the unit dares to go to another battle, it will be the last [e digicons]}:)[/e]
Yet another issue related to the removal of encumbrance.
I am adding a new one: Allow to use A_Additive_Resource tags in trained units. I know for sure that they don't work right now. However, they do work in champions.
Another idea. What you want is to make the unit able to cast spells. Perhaps you can equip the unit with an item that unlocks the spell. Like the "BottledFire" item. Unit UseSpell BottledFire Remove the cork to do 16 fi
That's one of the things that I dislike most about modding this game. Elements (commands, tags, keywords) don't behave the same everywhere. Makes modding a lot more difficult :(
The spell "InfernalCovenant" has this: Unit PermanentDeath Have not tried myself but looks like it could work.
You are a Master Modder, Heavenfall! [e digicons]:thumbsup:[/e] It's a pleasure to browse through the code of your mod and see your great abilities.
[quote who="Wizard1200" reply="29" id="3346793"] Quoting OliverFA_306, reply 28but the other change that I dislike is reducing maximum trained troops from 7 to 6. It reduces the epic feeling. I know that Elemental/FE/LH are not games about huge numbers of troops, and I like that, but reducir the maximum soldiers per unit from 7 to 6 is maybe too much. I would even increase it to 8 or 9. That would make balancing the heroes and troops even more difficult, because a group with
I suppose those experiences form part of the modding difficulties that previous modders complained about and that I did not fully understood until now :( It feels very frustrating to have elements (tags, commands, or wathever you want to call them) that behave differently depending on the place they are used. Is like Production Requirement being scaled by the number of soldiers in the unit but ProduceResource not being scaled [e digicons]8(|[/e]
I know I am not Alstein, ;) but the other change that I dislike is reducing maximum trained troops from 7 to 6. It reduces the epic feeling. I know that Elemental/FE/LH are not games about huge numbers of troops, and I like that, but reducir the maximum soldiers per unit from 7 to 6 is maybe too much. I would even increase it to 8 or 9.
Curious enough, I did some tests with a fresh installation and it seems that the additive operator works for a champion if the trait comes via a level up, but does not work if it's the unit has it from the begining. I suppose it's the result of some memory/performance optimization.
[quote who="sxyz123" reply="9" id="3346589"] Not sure I see the problem with its removal. As I understood it, basically encumbrance was just cut off points for effecting initiative. Items that raised encumbrance, were effectively just "plus" initiative items . Now each armor piece directly effects initiative. Items that would have let you carry more, now raise initiative (and the few that got "broke" like strength/muscle I assume wi
That's a very good suggestion! I think that it's better that the item provides a flat production instead of a percentage. Percentages can get uncontrolled too easily and you never really know how many percentage modifiers are out there. Also, I prefer this to be a new item instead of an existing one.
Thanks also for the confirmation parrottmath. I backed up all my work and am reinstalling everything. Hope it solves the misterious issue.
Thanks for confirming that Emperorjarin. That gives me hope :) Could you tell me which version do you have installed?
I have not playtested it in the official build, but I modified the game to give this skill to several starting champions and the result is that I only got a flat 10% unrest reduction no matter how many champions with that skill I have. How did I think about doing that? I was trying to get an effect that scales per unit for my population mod and thougt about copying the Administrator 3 effect. Then I realized that it was not working.
In short: Encumbrance system was not bad, it had a major flaw because it only had two points in which it had any effect (40% and 80%). Instead of removing the system it would had been much better to fix it making it much more gradual.