Heavenfall

Heavenfall

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

[quote who="mqpiffle" reply="25" id="3077036"] Can you set it up such that it can only be summoned within 1 tile of target enemy, and as such it acts like a flanker so adjacent units can only move 1 tile per round. Maybe it casts a spell which slightly reduces initiative or accuracy for the next round as well? Just some thoughts...[/quote] Yes, those are possibilities for tactical summons. Tactical summons will be weaker than strategic summons, but they can have

39 Replies 103,831 Views

To make your custom unittypes appear in the monster section of the Hiergamenon, simply make sure that their is somewhere between 1 and 9. I'm not 100% sure, but I think doesn't determine monster spawns any more. I think all monsters now spawn from goodiehuts.

1 Replies 1,816 Views

[quote who="mqpiffle" reply="21" id="3077010"]Summon Wisp (or Will o' Wisp) : When adjacent to any enemy, that enemy has a 50% to become enthralled and lose its next turn. Att: 0, Def: 0, Dodge: Something High, HP: 50 -ish[/quote] Doesn't work with the mechanics. What we can do is trigger stuff when attacked, or when attacking. But we already have summons doing stuns on attack and defense. I like the creature though. I will think of something.

39 Replies 103,831 Views

[quote who="AM_Shark" reply="20" id="3076994"]Summon Swampthorns -thorns Immoblize unit for 2 turns. Thorns life leach x HP per turn returning leached life back to the caster.[/quote] I'll have to modify it to fit spell mechanics. Vampiric Snake - Each time it hits an enemy in melee, it gains +1 Leeched Health. By using 3 Leeched Health, the snake may Heal a friendly champion. By using 5 Leeched Health, the Vampiric Snake explodes, killing itself, but cast

39 Replies 103,831 Views

I only tried using minvalue and maxvalue once, but when I did they weren't working. It is possible that they have been removed altogether for FE. Keep in mind the defendabledamage is in itself slightly random.

49 Replies 34,882 Views

[quote who="ErikCurre" reply="6" id="3076677"]To elaborate on my above ideas, here's some special abilities: pestilence demon - plague bite, can poison units by biting them, harpy - sonic screech, causes units to become immobilized with fear and suffer initiative and / or movement penalties, liche - mana drain, steals mana from spellcasters, ghoul - sickly aura, steals a small amount of up from all units adjacent to the ghoul, phantom - soul bind, temporarily paralyzes a unit, reducing it

39 Replies 103,831 Views

[quote who="Rhadagast" reply="8" id="3076707"]Good looking list. A few more possibilities Summon Animated Swords Summon Animated Armor Summon Ent (can cast entangle) Summon Gnomes (very high dex/dodge) Summon Great Wyrm (MoM style) Summon Fire/Storm/Earth Giant (shoots element) Summon Peasant Rabble [/quote] Animated Swords - nice. But we will call it animated weaponry instead, and make it summon whatever is your currently high

39 Replies 103,831 Views

3. [e digicons]}:)[/e] 4. [e digicons]:ninja:[/e] 5. [e digicons]:cylon:[/e] 6. [e digicons]:snowman:[/e] (ultimate summon, 400 mana cost)

39 Replies 103,831 Views

You deleted the post? I didn't mean for that at all, I think it was interesting. I also don't want to discourage anyone exploring the possibilities of modding. But you just have to be realistic about the things pulled out of the .exe instead of the core xml.

4 Replies 26,990 Views

[quote]Hopefully the other damage types will be hooked up soon.[/quote] That doesn't make any sense. They're already functional in the game. What you are seeing is probably from a time before when they didn't have the damage types in pure xml. They do now. The thing is that I did a LOT of experimenting with these random tags that don't exist in the core xml files, back when I was doing E:wom mods. And I can't think of a single example that I ever got to work. I als

4 Replies 26,990 Views
Reply to .78 Changelog? in FE Beta

[quote who="unacomn" reply="5" id="3075891"]And the sovereigns are actually the missing primarchs.... wait... ... MOD IDEA! [/quote] Mind blown

10 Replies 44,437 Views

Harsher encumbrance limits just forces everyone into str. What's the point? Everyone already maxes str for damage and defense.

56 Replies 34,136 Views
Reply to .78 Changelog? in FE Beta

[quote who="seanw3" reply="2" id="3075877"]Prediction: The game finally find its FPS roots and they rename it Elemental: Unmodern Warfare[/quote] Also it is now set in the wh40k universe.

10 Replies 44,437 Views

The problem is that str adds both damage and weight capacity. It's a no-brainer stat, you always want it for melee damage AND defense. Str should not boost weight capacity. Make that your own traits instead. If you want an explanation, there's a difference between endurance strength and explosive strength in real human bodies.

56 Replies 34,136 Views

Any land that is either grassland or the dark fallen land should be possible to settle in, unless there's already a city within 6-7-8 tiles or so.

3 Replies 21,900 Views

I can't think of any way to make techs mutually exclusive. I'll think about it. There doesn't seem to be any xml support for it, and putting unlocks inside buildings is very bad since they can be captured from enemies. Can I ask, what is the goal with these mutually exclusive techs, broadly speaking? Perhaps we can move the content of the tech somewhere else instead. Edit: The only way I can think of is to use one of the already existing mutually exclusive systems.

12 Replies 9,591 Views