From what I understand, it has very little gameplay in it, and it's about an hour or 90 minutes long.
Heavenfall
Another request, for the purposes of using Unitstats as Flags (effectively booleans) instead of variable numbers, I would like a new tag that is used like vsHigher and vsLower but instead of making a comparison, it simply activates IF THE ENEMY HAS THE STAT. For example, we have a custom unitstat called UnitStat_BG_IsChampion which all champions have 1 of. Everyone else has 0. [quote] +3 to
Also, generally speaking, modders need to be aware that these are traits by comparison. We can't do "if X has Y stat, then do Z". We have to do "If X has Y stat that is different from my own Y stat, then do Z". For example, a trait might be "Attack with +10 accuracy against units wearing shields". [quote]
[quote who="seanw3" reply="16" id="3084340"]Yes. I want to do extra damage against them and have maybe one vanilla race that gains some sort of bonus from each injury. For example Pariden heroes might have a trait called Wisdom From Defeat: +1 Intelligence for every injury. They learn from their mistakes. Tarthan heroes might get Oath of Vengeance: +1 Attack for every injury.[/quote] I'm not sure that's possible, I don't know what the xml would
Yes, great idea. But I will make it _HasInjuries so each injury can give +1. I'm guessing you want an ability that deals more damage if target is injured. Then it makes sense to deal even more damage if there are multiple injuries. Edit: Just so we're on the same page, you want to do special stuff to champions that have suffered Injuries right?
Since I'm so adamant about keeping it relevant to vanilla units, I'm taking this one out of the list UnitStat_BG_IsDualWielding - 1 for units with two one-handed weapons equipped, 0 for others (this never appears in vanilla)
UnitStat_BG_IsBeast is in. How do you guys feel about unitstats indicating affiliation with elements? For example, ashwake dragons, ignyss and fire elementals might have _HasFireAffiliation. Although they are already weak to cold from their traits, that unitstat could still be used to further identify them as separate from others. A sword might be "nemesis of fire" without actually dealing cold damage. The unitstat could be added to fire weapons as well, and fire spell buffs.
I'm not sure that's terrain bonuses as you guys think of it. I mean, the screenshot at the end, that's how the current beta looks when you're inside your own border - you get 25% bonus to a bunch of stuff. So the real question is - is the bonus displayed in the screenshot above from standing on hills? It is not clear from Frogboy's post.
[quote who="Capn Darwin" reply="7" id="3084269"]For equipment, can we have IsThrownWeapon and IsProjectedWeapon. Again to help with how they are handled against targets. For creatures how about IsOversizedTarget. Allow us to tack on more damage from AOE spells or hit easier with thrown/projected weapons. For Units how about HasThermalVision. Allows units to see through smoke/fog. For Units, IsHardToScry or IsHardToTrack. Make units harder to hit on Strat map w
Something to keep in mind is that the AI will not understand how to use abilities, spells and traits depending on these variables intelligently. For example, if you give an AI unit a trait to deal extra damage against spear units, it will not start focusing spears more. The modder will therefore have to weigh what is interesting with what allows the AI to function. For example, it would be a bad idea to remove all ranged damage from anyone wearing a tower shield, because the AI would keep sho
Some of the things that this enables are already possible. For example, we can already adjust our unitstats towards only dragons, but we can't use that in spells. Other things are completely new, such as being able to have champion- or sovereign-killers. This is one of those mods that will need to be updated for every version of the game. I will release a version when the next beta version is released. I will provide a concept mod for how it can be used when I publish the
Spells that are unlocked by research do not need any hero traits to cast in the current beta version. Spells that are unlocked by research can be found in the Magic tech tree, under various techs. Exactly what spells appear as researchable change from game to game.
This library mod is for other modders to include in their mods. There is no point downloading this on its own as a player. UnitStat Background Mod v.ZF = FE 1.34 As part of making the game have greater depth, which is the purpose of any mod, I will be releasing a UnitStat Backgroun
[quote who="Fistalis" reply="3" id="3083980"]Oh look they are adding some of the stuff that should have been in vanilla. Good of them to milk the fans of the series who were loyal enough to buy that POS by adding things like "reworked diplomacy" and combat... which is still broken in vanilla. Fix your game only 40$ order now.[/quote] My thoughts are quoted above.
Another request, if I have a unittype in the tech tree that becomes unlocked when I research a tech, I would very much like for that unittype to be clickable in the tech tree list in the bottom right. When clicked, the hiergamenon should open and show the relevant entry for the unittype. In other words, I want to make clicking this bring me to this http
Yeah, sometimes the servers are a bit slow. Just keep trying. This connection is only required in beta versions.
[quote who="eltharion70" reply="8" id="3083562"]Even though I am not clear how to specify a new technology. And if I may be useful in this case. I'd also like to understand how to specify a squad instead of a single unit under the spell of evocation. Once evoked the unit, there is the opportunity of changing the equipment ?[/quote] You cannot summon anything but a singular unit in E:wom, as far as I know. It is possible in FE. You cannot upgrade a summoned unit i
This sort of dynamic ai priority would really help the AI make logical choices when they appear in the game.
Just a small update on what my plans are. My main effort will be going into the Goetia mod, it has my highest priority since it is an area (summoning) I want to make more important in the game. ExpandedFactions will be the 2nd mod I'm working on, but it will have a longer development time than I anticipated. The reason is when I started adding these faction-specific goblin units to the greenskin faction, it really lifted the game up a very long way in terms of fun. So, I&#
[quote who="seanw3" reply="8" id="3083386"]ming after rele[/quote] Hopefully. It is not guaranteed.
No, there is no complete documentation. You can look in the data files to fully understand it. Although as has been pointed it, the choices are not very complex.
Ya, constitution already scales with level inherently, 10 constitution at level 1 gives less hitpoints than it does at level 2. The formula for hp bonus from constitution: (( UnitStat_Constitution * level * 0,3) + 3)
Post the xml you have done.
I've been saying the same thing for ages. We need a combat log or something. I mean, who even gets attack vs defense at the moment?
U trollin mad bro