Heavenfall

Heavenfall

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

Changed _IsUsingShield and added another one to supplement [quote] UnitStat_BG_IsUsingAnyShield - 1 for all units using any shield, 0 for others UnitStat_BG_IsUsingSmallShield - 1 for units with a small or normal shield equipped, 0 for others. Does not mark tower shields. UnitStat_BG_IsUsingTowerShield - 1 for units with a tower shield equipped, 0 for others. Does not mark non-tower shields[/quote]

145 Replies 93,266 Views

[quote who="DsRaider" reply="25" id="3085485"]When you create a custom race there doesn't appear to be any way to provide custom factions based off that race with a certain building style, spellbook, or other things without editing xml. This appears to happen automatically with the ingame races. I would like to be able to add tags to custom races that determine the spellbook, buildingstyle, wallstyle, and cityhubs of factions based off that race. Having to manually edit each faction based

46 Replies 29,286 Views

I chose the 6-shot ammo limit because 6 shots is extremely much in this game. My fights don't even last 6 turns, never-mind the already-lower-initiative archers. 6 shots would enable archers to keep shooting for the entirety of a normal fight. You would only run out of ammo if something is delaying the fight, such as AI or player trying to kite forever.

218 Replies 399,622 Views

@mqqiffle for now the discussion is moot, due to a modbug I had to go another way. There is no easy way to create faction-wide unitstats, so I give them out individually where it fits instead. @Tasunke it's a way to distinguish the vanilla units from each other. What importance will the stat have? That is not for me to decide. I am merely providing it for the modders (and my other mods). And, at the end of the day, there ARE female troops in the game. So why shouldn't I tag th

145 Replies 93,266 Views

Imho, nerfing Initiative for bow-users is a terrible idea. It is one of only two stats that boost the power of an archer (the other being accuracy). If you're specifically after nerfing horse archers, just take [quote]1) When they fire their arrows, they lose 1 movement next turn[/quote] but make it -2 if mounted.

218 Replies 399,622 Views

If your champion gets 3 moves for every 1 the monster gets, why shouldn't you be able to outdistance him? Another solution, then: Archer units may not shoot more than 6 times in any tactical combat.

218 Replies 399,622 Views

1) When they fire their arrows, they lose 1 movement next turn 2) When they get hit in melee, they lose 1 movement next turn (does not stack) 3) the above two points combined with their lower initiative means they should not be able to outdistance anyone except the slowest units This would make it more difficult to kite enemies all around the world with archer units.

218 Replies 399,622 Views

Added [quote]UnitStat_BG_ResistBlunt - Functions like normal resistance stats, but against Blunt damage UnitStat_BG_ResistCutting - Functions like normal resistance stats, but against Cutting damage UnitStat_BG_ResistPierce - Functions like normal resistance stats, but against Piercing damage[/quote] edit: No, I removed them again. They don't belong here. I'll have to put them in their own lib. Edit2: added [quote]UnitStat_BG_DiplomaticCapit

145 Replies 93,266 Views

Added [quote]UnitStat_BG_IsMale - 1 for units specifically marked male. 0 for others. Note: This is only applied to champions and sovereigns and troops. Practically noone else has a gender. It is perfectly possible for a unit to have 0 in both _IsMale and _IsFemale. UnitStat_BG_IsFemale - 1 for units specifically marked female. 0 for others. Note: This is only applied to champions and sovereigns and troops. Practically noone else has a gender. It is perfectly possible for a unit

145 Replies 93,266 Views

I'm changing this [quote]UnitStat_BG_IsAlive - 1 for any unit that has blood pumping in its veins, is capable of consuming nutrition, and is capable of reproduction[/quote] to this [quote]UnitStat_BG_IsNotAlive - 1 for any unit that does not have blood pumping in its veins, is incapable of consuming nutrition, and is incapable of reproduction[/quote] The reason is 95% of the units in the game are alive, so it is far easier to mark those that are non-living.

145 Replies 93,266 Views

What are the hospitals like, and doctors attending patients, in this version? I know it's a small part, but it really had me tearing my hair out when doctors just failed to take care of patients, even with everything set up perfectly.

13 Replies 35,975 Views

Screw the hitpoints. I don't care about the hitpoints. It's not about the hitpoints.

49 Replies 34,885 Views

Yes, but that is not what doesn't function. With that PlayerAbilityType, I should be able to give a faction a faction-wide accuracy bonus by calling the A_UnitStat_Accuracy. This only works if the PlayerAbilityType has been defined in a core file. If it was defined in a mod file, it does not work.

49 Replies 34,885 Views

Due to this bug: https://forums.elementalgame.com/417079/get;3084892 until it is fixed, I have no means of creating faction-wide bonuses to unitstats. Therefore, the following unitstats will be changed to apply only to core units such as sovereigns, champions and designed trained units: [quote]UnitStat_BG_IsEmpire - 1 for all units owned by factions that are Empire, 0 for others UnitStat_BG_IsKingdom - 1 fo

145 Replies 93,266 Views

Another modbug. For some reason, this [quote] Accuracy Bonus <span style="text-decoration: line-throug

49 Replies 34,885 Views

[quote who="Stupidity10" reply="48" id="3084709"]Is it just me or is that path not optimal? It seems to be going through the woods when it could just go around.[/quote] I'm not sure, but it looks like they are making the mountainside terrain impassable. If you look you can't see any tile lines around it, like mountain tiles. It looks like it has to move into the forest to proceed. That said, the path selection in FE beta 0.77 is very bad, and just because they added so

57 Replies 58,532 Views

I'd like a mix of SC2, From Dust, King Arthur - the Warfare Roleplaying game, Populos 3, Warcraft 2 DOTA TFT version, SC1 before they fixed the drone exploit, and the graphics from 1.5 century in the future running on today's computers. The AI should be a real person playing against me, and it can take exactly 0 seconds to process each turn.

83 Replies 62,228 Views

Personally I'm fine with trading between heroes, most games have that. What FE is lacking compared to those games is a spell that sends an item through magical means to another champion. Cost would be determined by distance and possibly rarity of item.

24 Replies 6,792 Views

Hmm good point... it would make it a LOT easier to use race instead of faction. Most importantly, it's already visualized in the UI so the player would know exactly when it works. Ex - "Unit deals 25% more damage against the Altarian race". Another bonus of that is that it would apply to custom factions as well, which I'm struggling to implement. An oath of fealty spell would be neat, but it wouldn't be in this mod. It would be one of those things you could do with this mo

145 Replies 93,266 Views

[quote who="Lord Xia" reply="1" id="3084693"] Someone made a topic listing all the races different stats, I will look and bump it for you.[/quote] SO HELPFUL you are! I'd make the list, but we're still in beta and it might change. Besides, the fact that players are considering making lists to understand the hidden stuff should send a pretty clear message to the devs that the UI is lacking in this area.

5 Replies 9,508 Views

Another way to use that particular unitstat might be a banner bearer that gives bonuses to all units with the stat at the start of a battle. I guess the real question is, does the unitstat truly represent the entire faction as a whole, or does it represent cultural values shared by the people of the faction?

145 Replies 93,266 Views

I'm thinking about this [quote]UnitStat_BG_IsFaction_* - These UnitStat values will be given to all factions. Each faction will have their own value, which is 1 for that faction. An example: UnitStat_BG_IsFaction_KingdomOfAltar = 1 for the Altar faction, 0 for everyone else. Note the wildcard is the same as the internalname of the raceconfig. Also note that this +1 is given to ALL units owned by the faction, regardless of their origin [/quote] Do you guys think it wou

145 Replies 93,266 Views