Sythvipers already posted how to solve this in the other thread Unit UnitJoinArmy Champion NameGoesHere
Heavenfall
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.
Cool! I'm holding off for now since 1.07 should be out today and that's a whole fresh bugfix mod.
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.
Don't think its necessary yet, there aren't that many mods as most of us are waiting for stardock to finalize the game mechanics.
Yes, yes it is. Hopefully we can work around that next patch, or in a few patches. As for now, you're stuck with either or. Icecrown, how do you feel about allowing me to reference your files in the mod? I hate to use the word "include", but that's really what I'm asking.
How about a "Flee!" that removes attack, reduces defense and increases combat speed?
Oh shit that guy looks fucking evil
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.
It's not yet been released.
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.
I notice you're not using any gameprops on the ground after the spell has faded... any particular reason? Don't get me wrong, the effects are 100% top notch (and ten times better than stardocks). For example, you could add smoke or fire on the ground, or ice crystals that last for duration:x.
I think he's trying to copy the effect of internal values like NumIceShards and so on.
Gosh you're right, what was I thinking... yeah it's a faction thing.
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.
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
"didn't work"? Gief code
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.
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.
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
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.
I don't believe there's a way to alter that, beyond adding sovereign abilities.
It's due to A_ManaRegeneration, but obviously that affects the entire faction