I have updated the original post with a third bug I discovered today.
Heavenfall
Wait, what? If I understand you correctly, some units have say Archer . And you can specifically target those somehow? From what - spells, improvements, traits? I have no idea how to do that. But anyway, the reason I made bg unitstats was because of this: 1) A unit's creaturetype is not dynamic (I can't change it if say a unit equips a mount so that he becomes UnitStat_BG_IsUsingMount=1) 2) A unit's creaturet
It'd make for wonderful injuries. Also I might add some to Hex. If it works.
Have you actually tested those modifiers for that purpose? Do they work?
Majesty is ok. Also look up simulations from kairosoft. Like you build your own space colony, game development studio or adventurer's town.
No, we can't do that.
It should be zero, it's a silly thing. [quote who="seanw3" reply="19" id="3222912"]Let's do some math! On a good day something like Timbermill gives you +3 Production per turn. It costs 387 Production to build. That means it will take ~129 turns to compensate for the opportunity cost. If most games last 500 turns by the time the game releases (currently more like 300), you will only see 270 turns of gain, whi
Judging by his tweets I'd say he's desperately seeking for any kind of attention.
There's no released XML schema for anything, but everything is incredibly easy to understand. It's all "plain text" so there's no need to reverse engineer anything. Basically, if you play a few quests in the game you'll quickly develop a sense of what you can do and what you can't do. Then you can look at the XML and it will be clear as day how the game reads it. The quests are probably the most difficult part of the XML, but I only say that because they are slight
You know what I love? People with personality. People that stand out. People that can tell a joke no-one else dared consider because it was too far out there. People that don't show up to a meeting with a black suit, blue tie, white shirt and polished shoes. It doesn't really have any impact on how well they perform at work, but it sure makes working less fun when it is with a bunch of clones.
[quote who="seanw3" reply="14" id="3222834"] I think costs are generally spot on. The only buildings I have a problem with are the ones that increase production. +1 PPM (production per materials) is irrelevant when it takes 12 turns to get. Same with 10% discounts.[/quote] Really? Those are my favourite improvements. Perfect for starting a city with high production, or catching up later in the game. Plus it is rarely just that production you gain, since improvements all over the
Well, because I don't believe shouting the loudest makes the best point. I know others do, but I prefer to stay reasonable. Don't get me wrong, I'll bombard them with ideas all day long if that leads to anything. But instead of posting 100 ludicrous ideas, I prefer to post 10 doable ideas and hope that 5 make it instead of those 100 ideas all discarded.
1. There's no list. Look around the game xml and see what you find. I generally use unitstats, mana powers and troopcount found in CoreSpells.xml. I seem to recall being able to use calculate tags in unit traits, but they only run once - the moment of the unit's creation. Needs more testing, have fun. 2. I don't think it does anything.
I wonder if they wear enough makeup in the movies to look as photoshopped as they do in that poster.
[quote who="Beric01" reply="27" id="3222379"]I support 100% of these changes, and have experienced 100% of them in-game. Frogboy/Derek, what are the chances of all of these being done Beta 5?[/quote] Now now, let's not get greedy!
No.
Yes.
The milestones combined with the generic accuracy, hitpoint and spell resist bonus to level is all that decides a unit's stats. And equipment, traits and spells of course. As I said, you can also make your own traits that give special stats (perhaps according to level). This isn't the method they used, but it is what you can use.
-are there base stats for each "race" (trolls, ogres, dragons etc) ? (and if yes where are located?) CoreMonsterUnitTypes.xml -if the above if no can i add general stats to each unit or im bind to use the per lvl setup? You have to use the milestones, or you can give them traits that increase strength per their level Note that the milestones are ONLY used to set
Don't change the title yet, I only made a suggestion as to why it's happening. I can't say for sure if that is how it works.
[quote who="Jythier" reply="11" id="3221989"] I built it anyway. [/quote] Welcome to Dwarf Fortress!
[quote who="Solam" reply="5" id="3221985"]UBI... they are still in business?[/quote] And making a small profit.
God damn that's bad timing.
What about the cloak of fear? [quote]Enemies must make a spell resistance check or they are unable to attack a unit protected by this enchantment.[/quote] Maybe that lists as dodge if they fail the check. I don't know exactly how it works, but if it's attacker's spell mastery vs her spell resistance it'd be nigh impossible to hit her with such a high spell resist.
http://www.rockpapershotgun.com/2012/09/05/ubisoft-drm-piracy-interview/ Ubisoft games will from now on only require a one-time online activation. Good news in my book. I wonder how/if past titles will be affected. Obviously games like Anno 2070 and Might and Magic Heroes 6 required persistent online activation in order to even access some features of the game. If anyone has those games stlil installed, care to comment if the connection is still required? I reme