There is absolutely no need to do that. It was only a suspicion.
Heavenfall
So... option 2? ^^ Option 1 would be the modifier working like the old organized trait. Option 2 would be working as an AOE version of a single target buff.
Does the adjustarmystat apply a modifier to a champion/unit and then subsequently to everyone who is in that unit's army? Or does it apply one modifier to every unit in the army?
I think a widening gap between "best" and "worst" is to blame partially, because game developers insist on covering a lot of their bases. When I bought my first 3d card, it was because I couldn't run some games without it. When I bought my 2nd 3d card, it was because I couldn't run some games without it. When I bought my third 3d card, it was because I wasn't satisfied with the performance that my second card was giving me. Now I'm going to pick up a new GPU soon, but that's only beca
Buff spells aren't, no.
Generally speaking A happens in tactical combat.
[quote who="Gwenio1" reply="94" id="2882132"] Quoting Heavenfall, reply 92I'm not disputing that. But if you're comfortable with typeless, mistakes like that happen very rarely. I'm not saying either is better, I'm just saying they're different and neither should be considered "pros" for their languages. Anyway, python variables are typeless and so are LUA so we're not really talking about a tradeoff here. It's either of those, and maybe C++ on top (technically in the bottom).
[quote who="cephalo" reply="89" id="2882113"] Quoting Heavenfall, reply 84Likewise, having to convert different types can be annoying too. There are upsides and downsides to both, as I was explaining. There's a big, big difference between being annoying for a minute while you get your types straightened out, and being annoying for months and months because you accidently misspelled something and put a garbage value deep in your code that causes it to fail one in twenty
No, but what you can do is attach additional stats to the items you think should take extra damage. For example, you can have UnitStat_ElementalWeakness where 1 is default (100%, ie normal damage, defined like in coreunitstats). Then you can make the item increase the stat for the unit, so that the stat goes up. Then, as the stat goes up, you can run gamemodifiers against that number in your spells. To clarify, 1) Create new unitstat like those found in CoreUnitstats.xml
Likewise, having to convert different types can be annoying too. There are upsides and downsides to both, as I was explaining. =)
This has been a long time coming, the ISPs should be prepared by now. Running small-scale tests at this hour is being late to the party.
That would be great if that's the case. Hopefully SD knows. I really, really hate stuttering like this in games. I know it's just my opinion, but I'd rather the game crashed frequently than have this. What I'm trying to say is, this is an extremely annoying bug (to me), making the game impossible to enjoy.
They said it would be, but I can't verify that it has. Their word should be sufficient. Edit: Beaten to the punch, with a source no less! My forum-fu is degrading. [quote]14:29:47[/quote] [quote]14:29:48[/quote]
[quote who="Gwenio1" reply="64" id="2881837"] The point is invalid (or undefined) operations will fail. And I am sure player will be pleased when the amount of gold they have is a bunch of emotes. [/quote] It's just a different method to coding. Having to check for types isn't worse than having to convert between types. Typeless variables aren't necessarily better but they're not necessarily worse either. You can mess them up with bad code just as you can
Good news, since they just recently announced BF 1943 won't be coming to the pc. http://ironhammers.org/?p=3510 Other tidbits; battlefield 3 won't support windows XP, and will use "higher than DX9" (built for dx11, may be playable on dx10).
Yes, like the elf trees the spikey wheel will be available in the forge. If anyone has any other requests for minor details like that, feel free to just post here or send me a PM. If you do a picture like oddrheia did ("this is what I want it to look like") I can pretty much guarantee I'll make it.
Still present in 1.19a
Heh my guess was right. I'm awesome.
To be even more precise, it will give you access to every spell from a spellbook, whether or not you could normally gain that spellbook. The spells will also disregard requirements for shards.
What do you mean, seanw3? These tiles will go into the expandedfactions mod and will be free to use for everyone.
Trying to consume less electricity is just another phrase for GODLESS COMMUNISM. Next you'll be rounding up all the minorities for the camps. Have you even begun to think what a slippery slope you are on?
I think this is "right". I can understand, for a competitive multiplayer game, that you want to eliminate randomness in large quantities. But this is not a competitive multiplayer game. Randomness means variety, and variety is good. If I remember correctly, there's a tag in ElementalDefs that presents a bottom limit to how many techs will be displayed ("display at least this many techs, regardless of rarity"). I think that could be used to make sure the user can always choose importan
Well, I don't know one way or the other. That's why I'm asking [e digicons]:D[/e]
Annatar11, I understand that, but is that what Frogboy is talking about - or is he talking about the "mod layer" from his roadmap? They may be two completely separate things.