Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,867 Replies 34,020 Reputation

Sythvipers already posted how to solve this in the other thread Unit UnitJoinArmy Champion NameGoesHere

24 Replies 11,527 Views

I now believe that Spells are also flawlessly overwritten in 1.06, including GameModifiers. I realize I'm bumping, but I think that's important to know if you're trying to overwrite an old spell.

22 Replies 17,380 Views

It's not possible at this time, unless the user would stick to 100% using only special abilities. Of course, there's no way to make the AI use those abilities.

2 Replies 3,058 Views

How about a "Flee!" that removes attack, reduces defense and increases combat speed?

14 Replies 53,422 Views
Reply to Magic Book in War of Magic

I would guess they dropped many of the shard requirements to make the few high-end spells more available to the players. I mean, it's not like we're drowning in them. I like the current idea far more, where spells become increasingly powerful when you control shards.

7 Replies 5,396 Views

I ran out of bugs ti fix. If the next version requires any fixes I'll put them in a new thread. If any of the bugs from 1.06 remain in 1.07 I'll put updated versions in the new thread. Remember to delete all the mod files after you've patched. Also, if you want to finish a game running with the bugfix mod, you should do so before you update to 1.07, because I cannot foresee if there will be problems from that.

120 Replies 73,767 Views
Reply to LofM in WOM Mods

Better dig in then!

2 Replies 2,339 Views

I'll add the only question I can think of right now; Is it possible to allow us to create more than one prop in tactical battles per spell from CreateWorldProp? I think a lot of cool things could be done then, like ice melting, prisons cracking, fires slowly going out.

46 Replies 23,445 Views

From the exe (some may not work, some may not be active) TonDiplomaticCapital LotDiplomaticCapital SomeDiplomaticCapital DifferentAllegience.SameAllegience TreatiesTogether MutualGrandChildren MutualFamily MyChildDiedInYourCare YouKilledMySpouse YouControlAllTheShards YouAreDominatingMe WeAreAtWar VastlyWeakerMilitaryThanYou MuchWeakerMilitaryThanYou WeakerMilitaryThanYou</p

2 Replies 3,401 Views

You can't just place improvements. If you want to create such things, you'll need to create a prop or something similar and place that. But it won't be a real city, it will just look like buildings. Even in the single-player campaign they just placed a starting point, no buildings beyond that.

12 Replies 9,972 Views

No, that wouldn't work at all. This code is very different from a real patch. Besides, I'm sure most of these things are already fixed internally. It probably takes them one tenth of the time it takes me to fix something. I'm just one of those people who hate having to look at OBVIOUS mistakes until the next patch comes out. Lucky for me, I could do something about a few of the bugs.

120 Replies 73,767 Views

Have you tried doing it as a spell? I mean, are you sure that the correct gamemodifier can actually be cast? Otherwise you don't really have an option. If it works, I like the last option the best. Honestly, the spells are already ALL OVER, summoning spells mixed with everything else between damage and buff spells. We know they're going to change that anyway. But the user has already gotten used to scouring through the spell list to find the right one. Edit: Absolutely stay aw

13 Replies 19,872 Views

A_ stats can be controlled from Sovereign pre-game BonusAbility, and ImprovementType. A_ManaRegeneration can also be controlled from RaceConfigs. It is possible that there are more ways to control it, but I do not know them.

6 Replies 4,032 Views