I found an error for Mercenary's. Under the monsters file in their equipment list they had two items equipped for their shirt slot. This line needs to be removed for both the Mercenary and the Mercenary Party listing, K_Fallen_Surcoat_Warrior_Solid_ID1 This allows for the chain shirt to be properly equipped.
halmal242
Oh, [e digicons]:(O[/e] , I wish I had known that is what that did sooner. Thanks Heavenfall yet again for making sense from nonsense.
I created the custom resource CityCount as a non stored resource copied from the shard mana generation resource. I tried the UnitOwner_GetNumCityCount copying the basic format for spells that get shard counts.
Oh I also did not add anything new to elemental.str so not sure whether this matters or not other than for appearances.
I am attempting to mimic the effect for LH using a custom resource created for each city hub like so, [code="xml"] City Count CityCount Increases the count of your city total. 0,0,0 Gfx//Icons//Ledger_CityLevel_Icon.png <HideInHierga
I meant on a single person stacking. So having additional trainers won't stack but having Exp I, Exp II, and Exp II, then having trainer should stack. In other words multiple people with training won't matter. So if you load up a single person with Trainer III then the rest of your champions grouped with that person would not need their Exp traits. Of course then they are shackled to that trainer for that bonus.
XP traits stack as far I understand how all traits work. So a 15 an 20 would then be 35.
If its the first round that food is increased it will show a 0 growth. Once you advance to the next round it should correct to the right growth rate.
That is what I was asking, if each tech is research-able on its own like the knowledge you generate when you focus tech research into each area and then is trade-able. I would rather generate each tech directly from the different city specializations so you could differentiate your faction AI's more by saying one is more warfare focused, one is more civ focused, and one is more magic focused or any combination of the three.
It still appears that it no longer costs population to create new pioneers, is this as intended as a retro change back to the way it used to be?
You would have to make a melee damage type for each of those and then add the corresponding defenses to each item/creature/unit/improvement/ability in the game. Not saying you can't, just understand what you are asking for. What would fall under exotic for the purposes within the game?
Is it possible to generate the specialized techs directly from each different towns? What I mean is civ tech, warfare tech, and magic tech? I would like to make it that each tech is generated from each city type but I don't know how to make this happen. Would be really interesting if a faction uses primarily fortress city type and researched warfare techs but not be gimped by it, such as Trogs. Anywho just an idea.
I actually recently solved this problem of the game not upgrading weapons properly. Though to be honest its a bit of a pain. I created a 4th melee damage type called sundering (axes) and had to implement it universally throughout the game. I kept the stats for it the same as cutting but by having it as a separate damage type the troop upgrade function recognizes it as its own category. You Then have to make each tier of weapons slightly better and make sure "magic" wea
Jetsons?
I have been pondering this for a while and it finally struck me how to address this problem and the mechanic is already in the game. Eliminate armor pierce on all trainable weapons and only put it on Champ/Sov weapons. Increase piercing damage on spears to compensate for the lack of armor pierce. This allows for creatures to have a higher armor all around and have relatively even damage for trained vs sov damage outputs for melee.
Meh spelling, whats that for [e digicons]:D[/e] .
General Carderous is actually a recruitable level 9 NPC. You could just remove him from the NPC pool and use his base abilities as a Sov instead.
Potentially simple solution to the problems of scaling of "Bosses". All monsters are currently limited to level 20 and then they stop, or at least as far as I can tell as I have never seen any above that level. I propose that certain monsters have the ability to level to 30 as well as giving "Boss" monsters additional magic resist trait, the same as Ashwake dragons. Waerlogo has three magic resist traits making him VERY difficult to have any spells on which is the way a boss
Personally I think its useful early on for those nations that don't use slaves as it can allow for the production of some cheap units for scouting/guarding. Build three units in the time it takes to build one have a guard for each Sov/Champ and one for scouting and have at it.
Quite the contrary I actually prefer playing with magic centered characters, All I am saying is that a lower/mid level mage should have much more difficulty landing such a crippling spell on a boss monster. The mechanic is simple for spell calculation, Spell Mastery - Spell Resistance = Chance for a spell to hit and not be resisted. I am just saying unless someone specializes almost exclusively it should not be possible to land a non damage spell on a boss without a really high sp
I love it. My only question is whether the AI reacts to the PC building the components for the spell of making like a person would upon seeing one of the other factions start construction?
No problem, glad I could help.
OK I found it in the code. Just add the following line into your Core Abilities file after [code="xml"] Unit_Design Weak -1 Attack, -15 Weight Capacity Ability_Weak_Icon.png</I
Normal unit item.