Heavenfall

Heavenfall

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

Try playing around with the example. I feel everything should be clear then. Cityhub - stores 1 X resource Unlock buildling - produces 1 X resource per turn. Mutually exclusive building 1: Costs 1 X resource, and builds in 1 turn. reduces production by 1 X per turn, also removes 1 X storage Mutually exclusive building 2: Costs 1 X resource, and builds in 1 turn. reduces production by 1 X per turn, also removes 1 X storage You

12 Replies 9,591 Views

[quote who="seanw3" reply="2" id="3074865"]So I just need to have the upgraded building negate the resource that allowed it to be built. That is actually quite sound in lieu of an "IS_exclusive" function. I can use this very easily. And can I use 1 in addition to the resource function to allow for forking paths I assume. I will have to test this tomorrow. [/quote] Don't forget the storage c

12 Replies 9,591 Views

MoM was a truly great game of its time. But released today, side to side with other 4x fantasy tbs games, even if we ignore the graphics, the game is subpar. As mentioned before in this thread, people remember the good parts and forget the bad. MoM was also likely one of the most awesome gaming experiences when you were younger, a lot less cynic and a lot less aware of options of similar games. It was just good enough to be different from warlords, and follow-ups like might and magic & ao

104 Replies 379,082 Views

Someone asked how we could put together mutually exclusive buildings, and they've changed a few parts in E:wom so what used to work won't be viable any longer. This is a new method that I've come up with, but it has one huge limitation: the actual mutually exclusive buildings must be completed in a single turn. I've posted some example buildings here: http://pastebin.com/raw.php?i=EvmTb0Br There is

12 Replies 9,591 Views

I tend to agree with seanw3 on the matter of balance for modular mods. The idea of having modular mods is that you put many small parts together and they make an awesome whole. But if everyone balances all over the scales, the end result is just many pieces that stand out when you play the game. It is as important to create fun gameplay as it is to create awesome content. A dragon-riding paladin-assassin-berzerker earth elemental of the seventh divine plane may be awesome to play, but is it g

3 Replies 2,596 Views

[quote who="vieuxchat" reply="9" id="3074314"] Quoting Heavenfall, reply 1 Allow items to demand prerequisites from unitstats Please. No. Prerequisite are bad, bad, bad. Even level prerequisite are bad. Just give penalties due to the lack of a specific stat. For instance if you need 12 str and you have 10 then you just apply 80% of the effect of the item. Or something like that.[/quote] A hard limit is required for truly magical items that for example unlock spells, or

46 Replies 29,283 Views

When we look at unit details for a unit on the worldmap, there's a neat encumbrance meter. When we hover over that, there's a neat tooltip that explains what it is, and why it matters. I wish the same tooltip would show up when I design units in the unit designer. All we get is the number shown, ie 61 encumbrance. It is difficult to understand its importance when designing units without that particular tooltip.

2 Replies 1,276 Views

Calling a spell from inside another spell could have all sorts of very cool implementations as well. But I think an "aura" modifier would be easier to implement.

46 Replies 29,283 Views

Some spells do have a casting time. The AI is gaining the ability to see when this is happening, so that it can counterspell.

98 Replies 228,546 Views

First, let me say these things are extremely hard to test in an un-modded game. So I can only make some claims to bugs, that aren't necessarily happening but I THINK they are happening. Ie, this is behaviour I have observed, but maybe I got very lucky and I'm way beyond the third standard deviation. 1) Melee abilities like "Gambler's Strike" never ever miss . And they also cannot be "resisted" like single-target spells. There are at least two abiliti

6 Replies 2,385 Views

Another request. I would very much like the unit design trait window to support mutually exclusive traits. Currently, we can implement mutually exclusive traits and it functions as expected (they get only one bonus from the last clicked), but the UI does not show it so. Currently, when I select such a trait, I can still select the others (but only one is actually applied to the unit). The problem is that the UI is very messy - it looks like both are selected. My request is tha

46 Replies 29,283 Views

I would definitely categorize it as high priority, compared to other modbugs.

49 Replies 34,882 Views

Another modbug. When I am using abilities from troops, like skills, I use the defendabledamage. For example, the modifier below should hit for damage equal to 1 per Troopcount in fire damage. [quote] Unit &nb

49 Replies 34,882 Views

[quote]14. Modding will likely be officially sanctions starting with beta 2.[/quote] Thanks for thinking about us! I'm looking forward to having access to the workshop.

98 Replies 228,546 Views

1. Dunno. 2. I'm not seeing this in the core files. 3. CityUpgrade is used to designate which cityhub a particular level of city upgrades into. I tried extensively to use this in mods in E:wom, but I always failed. The reason is that the modifier is tied tothe LevelBarrier modtype, which ONLY accepts population, which only exists in cityhubs. [quote]

2 Replies 4,620 Views

Imho, a big problem in E:wom was that people had half-finished mods they didn't release. Release everything! If 1% enjoys it, or 1% can be used in another mod, I think it's worth uploading it and just making a quick post about it. I'm sending you a PM with modded UI files that will hide the ability to design your own units.

145 Replies 94,017 Views