Also try UnitOwner_GetNumAllShards I see it in the fallenenchantress.exe code but I don't know if it includes everything right.
Heavenfall
You have to break up your calculate tags into sections with one operator each. Calc1 = UnitOwner_GetNumDeathShards + UnitOwner_GetNumFireShards Calc2 = Calc1 + Unit_Owner_GetNumEarthShards Calc3 = Calc2 + UnitOwner_GetNumLifeShards and so on. The ONLY exception to using one operator is when you use * or / and want to inverse the second value with a - ie Calc1 = 6 * -3
Not sure. There are a lot of legacy tags that don't necessarily have any function whatsoever - but those shouldn't be in CoreUnits, since that file is generated by Derek Paxton's XML spreadsheets. It would be unlikely he would put a legacy tag in for no purpose.
Larger = more likely. Although you'd need to remove other champions to have a 100% chance of getting a particular champion, if you set it to some 999 999 999 you'll most likely get it in every game.
I'm not even kidding, they should give full refunds for how bad Sim City is.
A Valley without Wind and A Valley without Wind 2 mix TBS strategy with action rpg. Haven't played them myself, looks cool though http://store.steampowered.com/app/228320/?snr=1_7_7_151_150_1
Shadows are usually the first thing I turn off in graphics options, because they either 1) look like shit or 2) causes massive FPS loss due to CPU/GPU drain. However, I am cautiously optimistic going by the screenshots. As a modder, I hope you went for dynamic shadows rather than "baked". PS. These guys have dispatched assassins to your office: http://stormworld.wikidot.com/faction:sh
I use the sovereign creation tool for that.
If you are on a limited budget, I would definitely wait for AoW3 to be released, then see how that is received. FE plays quite differently from AoW games - there's a faction-wide tech tree, and you design your own units instead of relying on pre-fabricated ones. As others have pointed out, there is a much larger focus on strategy in FE rather than tactics like in AoW.
[quote who="emmagine" reply="31" id="3331286"] 3. Allow calculations to be performed in a broader array of tags. (like the exp yield for a building to troops in a city). I would very much like to be able to have governors alter the experience yield for troops in a city they are stationed in. This isn't possible at the moment, but it would be if we could only have a formula in a building granting experience to stationed units. I assume there are other tags that do not tolerate f
No, sorry, I thought you meant level 1 champs that we get right from the start. For the random champions we find in the world, they are spread out by a certain number per land tiles in the game. Still, once the game runs out of champs to place, those huts and camps and dark towers will be empty.
When you set the game to spawn more camps, it is spawning them for all the players. Thus the game runs out of champions (you can only have 1 of each) and you get empty camps. There are two ways to do what you want. First, you can make a spell that you cast which gives you every champion. Second, you can make a custom map where you have manually placed those camps only around the starting position for player 1.
I'd definitely chat up one of them mofo time travellers that keep zipping in and out of our timeline. Maybe a bit of manipulation/torture for the skinny on future events. Nah... it'd be someone from the present time for me. Like the president of the US. Because I figure that nobody in the past knows anything I want to know (that isn't already written down in some book), and nobody's going to believe me anyway unless the person I'm interviewing is actually going to
You are essentially correct, however keep in mind the Imp summon is a special type that can cast any spell its master could cast. So if you cast it, you can then cast another of each summon. The Imp cannot summon another Imp.
I thought it was kind of meh. Without a doubt it made the game better, but I'd say by 1%, not 10% or 20%. I like that they fixed shooting skulks, but now it seems aliens have a real hard time in the early game. I'm not sure where the balance is, it seems to favour marines in the start, then aliens in the middle until the very late game where marines have all upgrades and spam macs and arcs.
[quote who="OliverFA_306" reply="6" id="3330634"] I believe that both approaches are fully compatible. Imagine that you get that new spell (or decide it's moment for a change of strategy) and from that moment you want to start using a spell. What would you do with the current system? Go pick the "new" spell and set it as favourite. With the dynamic system you could so the same and force that spell to become favourite. As you would continue using that spell, the dynamic system would
Here's the old mod I did, I haven't updated it for the latest version though. https://forums.elementalgame.com/428191
At first I really didn't "get" this game. I think the amount of fun is very limited in the start. But then you get past those very initial hurdles and BAM, 4 hours later I was glued to the computer drawing power lines across a cruiser. I can't save or load at the moment (bug) but I can only imagine what the late game is like. I love that there aren't a million little techs we have to unlock. I think I only had some 15-20 techs after that 4 hour game. Few but extremely sign
The spell is meant to be "one active Tireless march" at a time, but it is currently bugged and you can only cast it once. If you then remove it, you cannot cast it again.
[quote who="OliverFA_306" reply="3" id="3330354"] To make it even better, quick slots should be dynamic. Instead of having to configure it, it would automatically feature the spells more used. So if a player starts using a spell often it will soon automatically appear in the quick slot by itself.[/quote] This sounds like a horrible idea, with respect. Often I haven't used a spell just up until I want to use it a lot. Lower Land is a perfect example - as soon as I get i
I'm going to go with Dragon Age: Origins as well. Great party interaction, truly brilliant dungeons, awesome storytelling.
Gabe says Valve's business grew 50% last year
The reason I'm raging against lists is personal. It's compartmentalizing things that modders want to get done into "things we didn't know about" and "things we heard someone talk about". There is no third category, "things we did something about". The problem isn't a lack of lists, the problem is there is no process to bring things into that third category. The very sad reality is that unless we do the kind of hair-pulling, wailing and gnashing you see in this thread,
Monsters in the wild also gain no additional defense or attack as they level up . You are looking at level milestones in the XML which determines the stats of a creature when it spawns .