I don't think stuff like this is going to happen (this is definitely a "new feature"), but I suggested a similar system way back in the day. https://forums.elementalgame.com/415944
Heavenfall
Hah, that's awesome.
Doing some stuff on the long-term project, unique units for the expandedfactions. http://i.imgur.com/BAeMa.jpg I think unique units will have more impact than anything else in Stormworld on the game. Basically, each faction gets 9 unlockable non-designable units spread across their tech trees. If you research warfare you'll get special "elite" units, if you go for magic you'll get special "summons" and if you go for civilizati
The new patch isn't released yet. What parrottmath is saying is what is being changed to next version.
If regeneration was limited to the first 10 turns in battle I'd be happy.
Kestral2040 this is exactly the bug that would occur if the item doesn't support the modeltype HenchmanMale.
Not me. But also I have not seen any more empty lairs.
My suggestion is to use passives instead of stuff you have to activate. Allmost all of Stormworld assumes the AI can't play for shit, everything is just move forward and attack. And if you have to make a spell, copy an existing one you've seen the AI use and give it super-high priority.
[quote]Gildar is always displayed in the resource bar, even if its 0[/quote] Do it for mana too?
This whole thread is just filled with fail. Even posting in it is a fail.
I looked at your balance [.004] mod and your level 2 city choices do not have the xml to change the cityhub. Are you sure that is not interfering? It would probably cause exactly the kind of error you are describing.
But how do I accomplish that? Tile yields follow a completely separate calculation. Sure, I can give a terrain tile a stat technically. But how do I make it equal the tile yield when the tile yield follows a fairly complex formula gathering its values from 1) adjacent tiles with different terrains and environments and 2) nearby world resources. Anyway making unitstats out of tile yields would still only mean it was given to units in the area, not cities. I haven't seen any indicat
Nope, it's in CoreAbilities.xml, not hardcoded. [quote] Fortress Enables Fortress improvements and increases the level of units trained here by 1. Select this to dedicate your ci
The Hardcode I guess. Edit: Well this obviously causes the city level-up screen: [quote] LevelBarrier Population 50 &n
[quote who="Sarudak" reply="288" id="3235542"]Will you ever be moving to 1.5? [/quote] At release? =) Actually Lizardmen should have been 1.5 because that's what I did earlier - new faction, new series. But I sort of forgot and now I am committed to a glorious 1.4 series! [quote who="Purest Warrior" reply="289" id="3235664"]When I quit to main menu to start a new game, I only see the standard sovereigns. That is, the Stormworld and custom sovereigns are gone. <b
I don't see a way to accomplish that given how dynamic the tile yields are.
No no no, I don't think this is right. You are right that cityhub1 links to cityhub2 which links to cityhub 3. But when you get to first level-up the game switches the core cityhub to _fortress _conclave _town which is then upgraded instead. This is from a fresh 0.980 coreimprovements.xml file. The xml does look shitty but I see no bug in-game - city levelups work.
Not yet, see the istargetworthy thread. Fb has some comments there.
In tactical battle? Yes. Target all friendly units and calculate a positive value based on that unitstat. Btw, I have seen the AI cast single-target buff spells in combat, but only on AI champions, never anything else. They use mass spells a lot though, those that target their entire team.
Warlock had no AI to speak of. Their cities were rubbish (hidden by the fact that almost the entire town was razed on capture) and their units just moved really poorly. They weren't horrible at grouping up. At anything above the normal difficulty they simply auto-summoned units (a big cheat). Mostly it happened where you couldn't see, but sometimes you'd have 10-15 archer units appear out of nowhere. Archer units, of course, are so much simpler to play because you don't need t
It is the cuteness that causes the blindness.
Make sure you set a high AI priority, that seems to help. But there are no guarantees in making the AI do anything. If you are giving a spell to a monster, make sure it is an ability like so 1 . Monsters don't seem able to cast those without. Edit: Oh, I see what you mean. You want monsters to buff each other in battle? I have no idea how to accomplish that.
The mod includes replacements for all core units. If you want to make your own units you'll need to put your own unitstats in. Check out UnitStat_BG_abilityspecials.xml for some sample traits.
Maybe something like this? https://forums.elementalgame.com/413291/get;3021572