It would be very useful to have something like that, although I don't quite understand the calculation and how it will impact priority. Looking forward to seeing it in use! Realistically, all the tactical spells could have things like this to make the AI much better at targeting weakness and countering strength.
Heavenfall
Frogboy can you tell us a little about how the wrapper works?
Keep in mind he plays with wealthy - as long as he can find settlement locations it is no thing at all to fill the map with cities early.
But this is not a system we can use to put priority on targets, right? All I see is a system to prevent AI from making stupid spell decisions such as casting Firedart on a Fire Immune target.
It will be quick and quiet. If you get shot you will be left behind. Save one bullet for yourself.
I have only seen my own units suffer from this, not enemy units.
I don't think this is supposed to happen.
Surely you mean 0.980 =)
I don't think it is possible.
No, unfortunately not really possible.
I don't know.
I guess it is something that should go in after being able to edit objectives. I dunno.
Just exclude files in the folder that end in _Triggerdata.xml
In the tactical maps list you are including Triggerdata files, those are not map files. The third text field when adding an objective needs to be more clear, I had no idea what it was. The "choice text". It is the story presented to the player as he arrives at a location or whatever.
Core quests have this, would be nice to have as well WarHorseEquipIcon.png (it is the icon next to the reward text) I don't quite understand how to make multiple choice quests yet, is it possible?
When selecting rewards do you think it would be possible to display what the items are? Like a small tooltip showing what unitstats they provide? And/or description for items you don't wear.
Okay two things. First, most monsters have no support for items. You can equip them but they won't appear visually. Specifically, they need a special skeleton which has points where items are equipped. What you are looking for is this: [quote] Gfx\HKB\Units\K_Male_Skeleton_01.hkb [/quote] Any monster that has that can be turned into a champion for you to equip gear. Other monsters won't display any items (or rarely will -
I just had a very odd bug occur. I was playing a Beastlord sovereign and went with my sov, a sand golem and a wolf pack up against one of those big bears. The bear killed my wolfpack and sand golem before I managed to tame it. But despite those units dying in combat, and showing up dead in the after-combat report, they were returned at full health to me in strategic mode.
Map CreateResourceHoard Wild_Wildings<
I'd love to see some terrain variety in the strategic mode. Ex: Desert - Units regenerate life half as slow. Swamp - all units suffer -1 movement in tactical as well Hills - all units gain +20 ranged dodge, tactical maps have various stones and hills around them This is certainly an area I'll be modding when the game is released.
[quote] One of my favorite features of Fallen Enchantress is that despite being a strategy game, every…sing…unit…in the game has their own equipment that can be customized in real time. So you get dancing boots, you put them on, and you see it reflected visually on the map.[/quote] This, combined with being able to design our own units is my favourite thing about Elemental. I personally do not think that people appreciate exactly how demanding this feat
Unfortunately there are all kinds of bugs that sneak up on us unless we edit the installation files. I can provide a list if you are interested, Frogboy.
The problem with showing more unitstats is it pushes others out in the unit design window. You can still use the scroll wheel to show them, but it's still not good. For the Goetia mod we will provide an extended UI so that doesn't happen.
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