It is my understanding that UnitStat_ManaRegen does not work at this time.
Heavenfall
Hopefully we will be able to create new allegiances to solve 3).
Now that is seriously odd. Oh well, problem solved eh?
Arcane armor and arcane weaponry state that they affect the caster's stat. They're not intended to buff other units.
As far as I know, it doesn't do anything. @Gravedancer I'm not using anything except VIM.
You can't just put "replacement" files (if you just copy everything, you'll get a million bugs), but yes, that's where I put my mods.
I believe it works. Setting it to 0 turns off mana regen for Umber, setting it to 1 gives me 1 per turn, setting it to 2 gives me 2. I guess I should say that I believe that it doesn't actually supply a value that is equal to mana regen. Rather, it is a "faction globall" modifier, like all the other A_ stats. The standard manaregen is always 1. It just so happens that setting it to 1 means 100% of normal regen. That's why I'm not sure how a value that isn't 1 would work with a mana re
Yes, that is easily possible. In fact I think someone already did it. Just make a new file with all the raceconfig factions and add 2 . No idea how such a mod would work with the kingdom manaregen tower though.
I still say the slow effect from the water staff won't work =) They borked SetUnitStat
Yes, it is possible to mod in a unit that is only buildable in a city with that particular resource built.
It certainly isn't road warriors or 10% more metal giving them that boost. [e digicons]O:)[/e]
Just stopping by from the Bugfix mod thread (lol blatant advertising) to report this "tiny" little bug. Every champion, sovereign and unit will get their full 50 mana every ended turn in strategic mode. I'm also extremely surprised noone has mentioned this before. I mean I don't even recall anything from the beta forums. All I can say is the "uneducated" weakness makes the faction VERY undesirable. Maybe reduce to 10%? [e d
1.7 uploaded First, Good Luck now gives +33% of current dodge. So if you've got 0% dodge, you'll get 33%. Re-cast, and you'll get 55. Recast again and you'll get 70. And so on. This is only possible due to the unique nature of the dodge stat - it's unfortunately not applicable to defense or attack (since the Dodge value always ranges between 0-100). Second, Grim Defiance fixed. It correctly applied 10% more hitpoints to every trained unit. But "hit points" in this game is rela
No idea.
I'll check it out.
Sounds wicked. First, take a look at CoreWorldResources. Start making your own. That's going to be the unbuilt shard. Pay special attention to the tag , you have to make that something unique (that is the tag the game uses to identify which building goes on top).Also make sure to set rarity to 0, this should prevent it from random spawning. Secondly, take a look at EmpireUnlimitedImprovements.xml or KingdomUnlimitedImprovements. Look up one of the resource building
A good list of feedback. Something I've seen mentioned a lot as well is elemental weaknesses against, for example, summoned units. So a fire elemental would take extra damage from water spells. Right now all magic damage is just defendabledamage, which is dull and makes them boring (I mean, all the basic attack spells are the same except slight variations like range and mana cost and animation. This would tie into the different weapon damage types as well - what
I agree. Additive bonuses absolutely make sense in this game. It is the only way to avoid insane stacking. I think you can get around +300% gildar as empire. Say 20 from the start, would increase to 80. If it was multiplied, it would end up at more than twice that. Two problems, though. First, they should have changed all the values - they didn't. Secondly, they still haven't made any design decision in regards to empire cities under kingdom control and vice versa. Right now you can g
The production of the improvement, multiplied by the tag of the resource.
Need a re-upload, Icecrown! The link isn't working, I keep getting "The file you are trying to access is temporarily unavailable."
Looks like I broke grim defiance as well, not getting the bonus from that. It worked earlier. I'll fix it for next release.
There's already elementium in the game, so there's no need to mod that in.
I don't know, try it out.
SetUnitStat didn't work when I tried it, you sure that works? Also, isn't the death staff a little overpowered? I mean, how it stacks with any shard. Ps. If you want a special ability or spell to only be castable once in combat, you can add x just make sure it's a large number, because if it runs out in tactical combat it will crash the client.