Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,866 Replies 34,020 Reputation

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

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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

8 Replies 23,074 Views

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

145 Replies 93,295 Views

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.

49 Replies 23,286 Views

[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

49 Replies 23,286 Views

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.

49 Replies 23,286 Views

[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

49 Replies 23,286 Views

[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

9 Replies 4,153 Views

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

52 Replies 30,791 Views

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.

145 Replies 93,295 Views

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)

5 Replies 2,277 Views