Actually it was Kenata who suggested it to me for tactical spells, a long time ago. I think.
Heavenfall
What happens if you put negative cooldown? -1
You're using DefendableDamage. You can't draw any conclusions from that. use TrueDamage CurHealth.
http://www.mediafire.com/download.php?ulv22ctc7allb3m here's the shard adventure locations. A couple of notes: - I had to set magic immunity on the main huge guy. That makes the group immune to Tornado, so you can't cheese your way to the adventure location. Also, it prevents cheese like disablers taking them out completely in tactical combat. Magic is still viable as self-buffs, or used on the various
No, none of the artifacts will be books.
Yeah, that's not what I meant either. What I meant was that rather than each player moving all his pieces in one go, then the other player taking his turn, now the order of how units are moved will be mixed according to some stat.
Yeah, that is no problem. Although the Sov will ignore the limit, unless you change the elementaldef.
[quote who="charon2112" reply="23" id="2852447"] Quoting Heavenfall, reply 14I'm not sure I like this. This makes it so that you can get an abundance of resources from every part of the map, instead of having to focus cities on the few resources that exist. What is there to stop this deteriorating into another case of "spawn a city every 5 tiles apart" aka city-spam? I hear what your're saying, but isn't EWOM like that now? Spam cities all over the
Polistes, check out how I did tech trees in ExpandedFactions. It is not a hassle if done right.
Almost all of it is hardcoded. There are some variables that control how many kids you can have, and how fast they are born and grow up and so on.
Once it has been researched, you can also raze it by visiting the hiergammemomn entry of that city (clicking on it, then clicking on the portrait in the middle bottom of your screen).
Yeah, they've said tactical battles are being revamped. Amongst other things, the long-awaited "simultaneous turns" in tactical combat (where units each calculate for their own turn in one single line, and you don't get to move all your units at the same time). There have also been some hints to quests being changed somehow, supposedly breaking up the content into "parts" that can be auto-generated to be unique quests. (if they don't do it, I will) I wouldn't be surprised if w
Yes, you can multiply the damage after either caster or target, or both, depending on size of target unit.
[quote who="Ahrimahn" reply="18" id="2852213"]Wouldn't it be easy to combine this with what we already have? Just have mines spawn by/in mountains. Old growth forests actually spawn in forests. Clay pits spawn in swampy areas, etc.[/quote] Now this is a good idea, I guess the issue is that the Elemental world is supposed to have been destroyed, so there shouldn't be any resources. On the other hand, 1) players wield magic tthat is supposed to be able to reinv
TroopCount is a valid input for calculate, as well. I'm not sure, but I think you can use Troopcount both on target and on caster. Troopcount is the number of warriors in a unit.
Inputs: Mana, intelligence requirement (other requirements?), Spellresourcecost (only useful in strategic mode, don't use for tactical spells) Outputs: summoned world resources, summoned units, summoned champions Edit: Or did you mean what can be used inside tags?
Upload the files, and I'll have a look.
Here's an idea. What if you cast a spell to unlock a new spellbook? I don't know if spells can unlock new techs->spellbooks, but it would certainly be worth a test. Then you'd have to spend arcane research on the new book, then cast a spell to "bind" it or whatever.
All of these are possible, except the master spell list. Don't think just because it says tech in the modifier that it's a tech. If the player never sees the tech, then it isn't a tech. For example, I have a faction that gains free access to a spellbook through a tech. The player never sees the tech, he only gets the book. But, honestly, putting the spell books in "arcane research" instead of tech research makes the most sense I've ever heard.
Structures don't cast spells. A lot of modifiers that work inside a spelldef will simply fail outside it. Edit: That sounded very negative. You should keep trying, of course.
This spell appears to make all enemy units lose the next turn 100% of the time. It is implied in the text that the chance should be 50%.
http://img189.imageshack.us/img189/6971/elemental1292970267.jpg Note that the order of the tags has to be exactly like this. Moving the UnitGroupingType tag will cause it to fail for the individual unit. The first unitinstance is the army leader. [quote] &n
They'd belong in the ACP, really. A sub-mod in the ACP.
I'm not sure I like this. This makes it so that you can get an abundance of resources from every part of the map, instead of having to focus cities on the few resources that exist. What is there to stop this deteriorating into another case of "spawn a city every 5 tiles apart" aka city-spam?
I would recommend against putting ExpandedFactions heroes in the mod, at least in specificity. Stick with the lore of the game as much as possible, in my opinion. ExpandedFactions can take liberties, but from ACP I expect it to be more strict with lore. That said, obviously every resource is available for use - just don't call them "elves" or "living stone", call them something that makes sense. By the way, the resource thing, I've checked my schedule and I won't have time to start wo