Spell damages are completely able to be modded through file manipulation however the base attack of melee weapons vs armor values is hard coded into the game. As stated above I am trying to negate that attack value to give static damage numbers for each type of weapon through on melee strike apply spell effect using a custom formula. Mainly I just want to know if the AI will be able to recognize the inflated armor values which will allow me to mostly negate the damage.
halmal242
Anyone know how the AI will react?
I have only two requests and both are related to modding. Note sure how complicated wither would be to implement but here goes. #1 The ability to force unlock an item for trained units so that item prereqs only affect whether or not a unit can equip an item not unlocking an item as is the current system. So this is more of a tech system change as opposed to an item change for item unlocking. Add a line of code to items that says locked and then add in to techs
Seanw3 responded to one of my posts with the weapon vs armor calc values and I was wondering if I negated this by inflating armor values by a factor of 100 would the AI not be able to handle it? So for a full suit of Plate it would go from 65 armor to 6500. The damage calc is " Maximum Damage = Attack * Attack/(Attack+Defense) Minimum Damage = Maximum Damage / 2 " So even with a 100 attack value on a weapon your total damage max would be
Oh well, thanks.
Anyone know?
Just a quick question, is there a way to enable non equipped items to cause encumbrance? Basically a traditional inventory allocation for encumbrance.
I see, so it is relatively useless. Would changing the outposts to have their own production queue make it easier so that they just upgrade for the proscribed upgrade after x turns? This way they upgrade independently from the main city production queue. Then that still leaves the population problem. What about the separate population pool for volunteers? So it does not take away from a base cities population.
Based upon a needed increased growth curve for population wouldn't it then be more necessary to build outposts for the increased population growth improvement? So research for that specific improvement while founding a few initial cities or outposts then grow a single large city with several outposts to have a super fast population growth. This is a more complicated strategy but still possible.
Not sure if this suggestion is a good idea or late night just before bed musings but here it goes. Why not create a new local resource that is calculated based off of population. Something like 50 Population creates 1 volunteer per season. This new population pool for volunteers can be used for troop production or settlers. This way the city growth population is separate from the needed mechanic for limiting troop training and settlers early on. This also cover
OK so what is listed for them is what they do. Thanks for the clarification. I wasn't sure the secondaries got turned off or not when they were no longer being used except in rare circumstances (int for monsters). Time to do some research.
How would I go about testing this in a controlled circumstance though? Without the ability to reload the XML data while in game I can't change the value to tell what the change would be. In E:WoM for each point above 10 was, I think, 10% damage increase. If it is 1/2 a point per STR would be what I would like but what about the rest of the stats having built in secondaries still enabled?
Is this possible?
I have been working on F.E. again now that classes are starting to settle back into a rhythm and I was looking through the Unitstats and I noticed again the original base stats and I was wondering if the secondary affects for those stats was still hard coded into the game. Like STR automatically increasing the total damage by a % for each point above 10 and the same for the rest of the stats. If this was the case could you then create a second layer of each of these
I can tell you that while messing with the tech tables to make sure it was all set up correctly I had to constantly reload the game because of small editing errors on my part. I would love a refresh XML ability for final versioning of data and corrections.
Sorry for the lack of updates vacation has had me far busier than I anticipated. I finished the armor portion but the weapons portion has stalled somewhat because I am combining all the multiple threads of discussion people have had about the different weapon types. Mostly I have a base idea for each weapon but I am working on which stats to give them. I have been experimenting with different numbers and once I find a good balance for the first tier and how to grow the
It was just a random thought but could lead to some interesting gameplay. I will mess with it later once I start working on improvements.
Just out of curiosity, is it possible to research the individual research tech types independent of setting all of your research to that one type? Such that Towns only research civ techs, fortress' research only warfare, and conclaves only research magic?
Alright final post for this after hijacking this thread for too much spam. For any and all normal ranged attack weapons such as; bows, knives, javelins, and axes you have to build a normal attack like a bow. So the attack has to have the tag UnlockRangedAction so that the tag 1 in the spell attack is valid otherwise the attack won't be valid. This also allows the game to re
For the life of me I can not figure out why the AI will not use this ability. I tried removing the additional blunt attack and now the game does not even recognize it as a weapon or use it. so it looks like this idea to use multiple attack stats doesn't work at least as far as I can tell for now.
So no matter what AI value I set the special ability to the AI will not use it no matter what. So I am going to try to remove the attack value and see if the AI will use the bow as a bow.
After chewing through this some more you might be able to make two separate attack stats on a weapon. First use a combination of what I said and what you did like this: This is for a basic bow. [code="xml"] Unit AdjustUnitStat UnitStat_Attack_Blunt 3 <G
While looking at this you have two different ideas to consider. A direct ranged weapon bow, sling, and staff. Or a accessory that gives an additional range attack to a normal melee unit. So it depends on your intent for each weapon. Now for the items such as the knives, axes, and javelins it makes sense to have them as accessories that can have independent stats compared to held weapons that are used for direct combat. Also I was correct when I
I found a flaw with this mod to a small degree. By changing the spell to a special ability instead of a ranged action the same as a bow it bypasses the dodge against ranged stat and reverts to normal dodge. I am working on figuring out how to overcome this.
I am now working on the weapons portion of my mod and I realize I might be able to use this to fix some basic problems I have seen in the game. Using this methodology it is possible to fix the problems with limiting the range on bows. Simply put by converting the basic bow attack from a spell to a special ability you have introduced it eliminates the AI problem with putting a range limit on a bow. Previously if you put a range limit on the bows attack the AI just freezes and