Within the monster file the ruffian has two heads listed within the equipment section. Also the syndicate are occasionally wearing more than one pair of shoes preventing one from taking.
halmal242
Argh, so basically this is not possible without creating a persistent buff that simulates the same thing. Thanks for the info Heavenfall.
Alright I boiled my code down to this but it still doesn't work in game any guesses why? [code="xml"] Unit AdjustUnitStat UnitStat_WeightCapacity <
You can also add a revenge damage to spears if attacked by a mounted unit. You have to use the damage reflection modifier and then used the tag you have listed above. SO basically if a unit is mounted and attacks someone wielding a spear they will take some of the damage they did to the spear wielder even if they are immune. If you want to make it punitive for mounted units to attack spear set the damage reflection percentage to 200% or higher such that a mounted u
I made a valiant attempt at a balanced weapons/armor mod but its a LOT of work finding a good system. In the end I am trying a different route then I might try the weapons/armor mod again.
I used the modifier off a spell definition from E:WoM, poaching old code thats not used but still in the system. I am not sure if that tag needs to be there or not.
Banned for not having a good April Fools' Day ban joke.
Fried Spam and eggs used to be something my grandma made for us kids and it was good back then, but would I chance it now? I have not made the effort and I don't think I will. That and I think my wife would force choke me if I brought home a can of spam.
Anyone have a chance to look this over yet?
Alright I am looking at modifying some base game values and statistics and I am trying to make sure I am starting off right. Just looking for someone to check out my code to see if it appears to look right. I am using some legacy commands that are left over from E:WoM that have not been removed from the system. [code="xml"] Intelligence <DisplayNameSh
This is pretty awesome guys I was told this would not work. This makes it that you do not have to add everything through the core improvements file.
[quote who="thadianaphena" reply="6" id="3337772"] I added ItemInternalTagName all the way through, and in the shop it doesn't have an icon. I am sure I did something wrong. Here is an example of my code adding Quest Maps to the shop for everyone. <br
[quote quoting="post"] 7. Is it possible to make an item "count" how many battles it has been used in? The idea is to make a crappy armor that after X battles, transforms into better armor. [/quote] It is possible to do this but it is impractical. Make an item grant a trait that then autounlocks a spell that autocasts the same as the amarian buff. This spell would generate a "count" of one battle. To do this you would have to create a global re
OK, potentially a simple fix for this problem. Make fame a non stored resource such that it only grows when you have additional +Fame buildings quests and treasure rewards would grant it to the base of the faction. Henchmen could still be used with this system as they are as they would lower the max fame by the same amount thereby limiting how many henchmen you could get within the game. The only problem with this method comes from the improvements that produce fame pe
To make a fixed rate xp gain just make it that each class gains 1xp per turn regardless, think MoM here. I know this is a discussion for governors but this simpleifies the equation such that everyone is gaining experience even if they are just sitting administrating. However they gain it faster adventuring. Also you could then add a bonus to some building like a town hall that then doubles xp gain while stationed in the city thus making it worthwhile to park administrative t
The problem with the everywhere buildings is what they are. Study, Workshop, Bell tower, Lumber Camp (If next to a forest), Dock (If next to a river), and a few others I can't think of. Currently the ability to create unit classes is a bit complicated, it can be done but it takes a lot of effort and recoding. When I mean a lot trust me I have considered doing it but its far too much effort for one person, well unless you are Heavenfall. The point is with the curren
Nevermind I am apparently more tired than I thought and found it a few seconds after I posted.
I had an idea for a mod and was looking through the abilities file and noticed the path abilities had been removed. I was wondering where they went? So we can change them around as we want to for mods.
[quote who="OliverFA_306" reply="5" id="3335746"] I have modded the game so each building requires some population. When there is not enough population the city gets a penalty for under population. I like the result, but I am partial so probably I can't be trusted to judge this modification [/quote] That is similar to the end of E:WoM mechanics which to be honest I kind of liked. I would be interested to see the specialists pool implemented with the FE food system. &nb
Does anyone know what the 's are? the only ones I have found so far are quest and turn number. Basically is there a way to set it up to be count based off the level and class of a unit type. This would allow for a spell to be triggered strategically for monster units. Other than this it appears to only be triggerable from manual use for players or npc's.
So it should work if someone had the unit tamed but in the wild it would not work. Nuts for making independently evolving units except through upgraded goodie huts but glad I made something potentially useful for player/npc built units. So how could it be modified to make it that this triggers at a specific point besides making it a strategic spell? I don' know if an event can be triggered for a specific unit or not so not sure if that is a valid line of thought.  
Alright here is my test code I added and it did not work, any guesses as to why it might not have triggered for the spell to cast? Ability [code="xml"] Unit_Level Bear Cub's Endurance +1 Hit Point per Level</Descript
Alright after messing with this for a bit it seems like this should work and not have the summoned tag. The only thing that really counts in the game as summoned, Stormworld excluded, are Elementals. So when a weapon says it does bonus damage to summoned units it just refers to Elementals. Now I just need to figure out a test map with bear cubs to test this theory.
The different monster factions can already be done in game look at the Stormworld mod Heavenfall made. Monster factions that hate different monster factions would be interesting. The base factions I could think of would be Wolves, Bears, Spiders, Syndicate/Bandits, Darklings, and whatever else. The problem comes from the cities/lairs and how you would handle them. Would they produce stuff like a normal faction or randomly create patrols like current goodie huts?
Alright that was a failed attempt at a static spawn map. Am I missing something on how to only have two starting locations that have a signs of bear next to them and that is it?