Oh you mean like that. Yeah, there are some quest spells and such. That stuff is neat.
Heavenfall
It's fine with me, at least until someone can come up with a better explanation.
When I have a world resource that I built an improvement on, some modifiers are not applied correctly. These modifiers, for example, are only applied if the world resource falls within the "city walls". If it is stand-alone, they do not boost the connected city appropriately. [quote] CityTrainingBonus &nb
You can even gain 3/2 movement if you settle on your starting location.
1) Depending on the type, it is either overwritten or modified when you have xml for it. For example, if you are attempting to modify a weapon, all you need to do is copy the GameItemType, keep the same internalname, and tweak what you want. It will save none of the old values - they are all overwritten and deleted. But if you are changing, say, an ImprovementType, things work differently. Even if you use the same internalname, the old data that has been inserted into that Imp
I have bolded my replies. The nesting of quotes suck donkey. [quote who="LightofAbraxas" reply="59" id="3093986"]If you're still taking suggestions, I'd like to request UnitStat_BG_UnitSize (referencing the literal size of the unit, rather than the troop count) that takes the following values: 1= Small 2= Medium 3= Large 4= Very Large. You could then link the Shrink and Growth spells
What do you mean, "I dont see how this increases the speed for armies"? The entire point of this post is to increase speed of armies. If army movement = champion movement, players will rush boots of the spider and mount and have every army move at 4, at the very least. Get Warg mounts and you're up to 5. It was a bad idea in E:wom, it is a bad idea for FE but most importantly no map is balanced for it - tactical or strategical.
[quote who="Bingjack" reply="16" id="3093718"] Quoting Heavenfall, reply 15I just think that you're asking for way too wide an effect. If you want a spell to give the effect, or a trait, I'd be ok with such a spell in the game. But you're asking for a total gamechanger for everyone. The direct result of this is that every player army will move at 3 or 4 overland speed. That's too much. Way too much. Are your armies not already moving that spee
I just think that you're asking for way too wide an effect. If you want a spell to give the effect, or a trait, I'd be ok with such a spell in the game. But you're asking for a total gamechanger for everyone. The direct result of this is that every player army will move at 3 or 4 overland speed. That's too much. Way too much.
[quote who="holyvicious" reply="1" id="3093633"]I could maybe see the logic in the whole, LOTR reference "They run as if the very whips of their masters were behind them." And so I think having a trait for champions that allowed their associated army to move at the same speed they do. Yet, I've always prescribed to the theory that you are indeed only as fast as your slowest unit when it comes to mass unit movements. So
In what directory are you putting the mods? Also, were you using an old custom sovereign from before 0.85?
Problem still present in 0.86
Be sure to post screenshots when you find stuff like this
[quote quoting="post"] This is a real question...I fear I may be misunderstanding something. Please correct me if that is the case. The way it seems to work, is that in the unit designer, if you want to make a unit able to upgrade its equipment at a later time, presumably by buying the upgrade while in owned territory, you have to deliberately select "upgradeable" for that slot. It doesn't appear to increase the cost in any way. If that is the case, why w
If it happens again, do send me a save
I'm curious if anyone uses the Threat display to decide whether or not to engage in a fight. To me, it seems very inaccurate in terms of who wins a tactical battle I manually play, or even autoresolve.
To me, a single queue represents the fact that the town puts all its efforts into completing something. That makes perfect sense.
Item 17. Shield of Mist Description: A shield made of unusually solid mist. It was apparently created by accident when a powerful wizard by the name of Alar, in his drunken state, tried to nail mist to a wall. The next morning he awoke to find the mist solidly in place. He gathered the mist up, and brought it to a blacksmith, who managed to alter its form into that of a shield. Type: Shield Level Requirement: 2<br
Version .B: http://dl.dropbox.com/u/32649007/A_LIB_UnitStat_BG_vB.rar See previous post for change-list, and definitions in the main post. Also, removed all _IsSpellcaster references.
Imho, the unit designer is what makes this game worth playing. It is, in its way, a unique game mechanic.
One guy: Hey guys, let's make a tank model to scale. Other guys: Okay. Only in russia.
I'd be up for being able to switch between any 2 weaponsets, but more than that would be overpowered and nonsensical.
I agree with your point of views. To put it in my own words 1) every offensive spell should be resistable 2) where possible, spells that get "resisted" should still have an effect, just much less (approx. half)
The Hammer of the Singing Forge has an ability that deals +100% damage and gives 1 metal. The ability has two problems. 1) It deals damage twice. 2) I do not get any metal.
The XML is wrong, [quote] Unit UnlockCombatAbility &nbs