Yes, it is a known issue.
Heavenfall
Looks right.
It is worth noting that the screenshots have been downsized and thus lost a lot of the quality.
[e digicons]
Article says Steam doesn't offer refund, that's incorrect. They offer a one-per-account refund for most titles (preorders not included). I picked up a game once and instantly regretted it. I contacted them, and they said "we'll give you a refund this once, but never again for anything else". I really like where EA is going with this. Great step forward for consumers. Also, if you haven't seen it yet, check out the current <a href="https://www.humblebundle.com/"
Tactical combat looks really good, although the dreadnaught units looked plain visually speaking. Also what was the deal with that mana bomb? It just killed everything, seems a bit broken.
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Uploaded 1.3a, changelog http://childrenofstorm.wikidot.com/versions Special thanks to Hellions for pointing out problems with heroes.
Compatible with LH 1.3
Version E = 1.3. No special changes other than the patch notes. Edit: Actually, version E fixes a bunch of monster Champions not having an allegiance. Also Kasst now properly counts as Monster, not Humanoid.
No. However if you give everyone of your race +1 UnitStat_myrace you can do Unit AdjustUnitStat
Seems extremely generic, BUT endless space was an unexpected 10/10 game (not to mention they added 3-4 DLC packs for free) and so this is definitely something I'll pick up.
The problem is that the new content just doesn't seem very exciting. If it's priced at DLC*2, ie around $10, I might look at it.
1) deals a normal attack, it is therefore subject to defense, randomization of damage, and resistance modifications 2) Haven't tried to do this, maybe you can play around with the calculations. I don't know.
Yes, but you can't link it to lightning resistance because lightning resistance can be positive or negative.
There's no good way to do that.
In fact vshigher and vslower should not be used in effect modifiers at all. The code isn't there in the background to do the proper checks. > and The good news is you don't actually need to do a comparison when you are using calculations in spelldefs. In other words, Unit DefendableDa
Possibly the creaturetype gets stored in memory but not comitted to file. Can't think of a way to use it.
GameItemTypes are largely overwritten when you define it. Just copy the whole item into a mod file and remove the XML for the damage bonus.
StevenAus, the unitstat background library already does this - it converts all items targeting CreatureType Undead into items that target enemies with unitstat IsUndead that is higher than the user's (so no effect if both are undead).
I don't think I've ever seen the AI use tactical summons.
This is a mod issue and you shouldn't post this in the support section. By default, unit designs inherit which the game then uses to display what type of "Race:" the unit is. Because your unit design has a non-existent racetype, it defaults to Race:Men. If you wish for your undead units to retain their Race: Undead status, give them a tag and set up a racetype (as found in CoreRaceTypes.xml). Unfortunately, this means they don'
Next week: how to make pigs fly. Edit: To clarify, 90% compression and maintaining the same quality is not possible. Heck, the default for the program is even set to 80%.
No, unfortunately not.
I live in Sweden, almost nobody uses cash (as in, of the 100 people I frequently talk with 0 use cash). I think the most pressing thing for us Swedes, if power went out, would be having our access to cash through our credit cards wiped out. In a few days no power would mean people would need to start looting food stores for the non-refridgerated goods. After that, as the stores wouldn't be restocked (no motors = no deliveries) I guess exodus from the cities and destruction of all livestoc