This mod does not alter the frequency of those resources. I can start a map at any time using just this mod and come up with 5-6 metal and 3-5 crystal on a small map. If you are using any other mod that may be responsible, or it may be the randomized map generation messing it up.
Heavenfall
Next week ETA.
None of my lairs have tile bonuses (edit: it appears they may have a small essence bonus) Hammer of the singing forge and Amulet of the Lazy are not items from this mod.
Probably the modtype does not support calculates then.
This is inside a spell you cast on a city? Make it TargetCity. Also try adding 1 and remove OnlyTrainedUnits
Impossible.
[quote who="abob101" reply="7" id="3309347"]Yeah I just figured out the henchmen thing just been testing it, seems to work ok using this directly against the unit: Unit ProduceResource DiplomaticCapital -1 -1 Influence per Season&l
Since henchmen are always just 1 member, you can instead just simply remove 1 influence per turn, like the opposite of merchant trait. The "trick" to making the sort of resource-upkeep we did above actually lies in the resourcetype, in particular this 0 which makes the game treat the resource as continuous (like shards) instead of stockpiling (like metal). There was some code used in E:wom for food for that type of resource that allowed us to create the un
Almost every review of FE said there was a disconnect between the RPG elements and the empire building. In other words, your champions and sovereign largely exist independently of your empire. One can play a whole game without even building an empire, or one can play without champions. While the player should decide for itself what path to follow, no game should be so completely without one part or the other as is possible now. This is probably what the expansion will try to remedy, by making
First you need a special trait for the unit design, make one up but they all need it. Then add this Resource TestRes 1 &nb
A brief overview of the best FTL mods here: http://www.reddit.com/r/Games/comments/15o6c9/since_ftl_has_recently_skyrocketed_in_popularity/
To really cement the idea of pioneer=population cost, one might play with the idea of having Towns build pioneers 25% cheaper or faster. Those are the cities that are meant to be "growth centers", and with 30 population pioneers they will become much more important for that purpose with quite a few growth buildings (previously their only real benefit was gold production, influence and some faction-wide food bonuses). A town with tower of dominion and well/inn might be very good indeed
The simplest way to do this is to set up a summon spell that you can only cast once (give it -1 ). Use this modifier Unit &
My belief is that it is used by the AI when it decides to build certain troops.
Actually if you want to make tactical combat deeper, you'll find FE wanting. The game just wasn't built around such ideas.
I'm afraid I got mostly bad news for you. The class cannot be targetted specifically by a spell. In addition, you cannot add new types of CreatureType to the game, only those that already exist work (bandit/dragon/beast/elemental/twisted). What you CAN do is give all spiders a new unitstat, say UnitStat_IsSpider = 1 (this is what the unitstat background mod does, but it doesn't have a stat for spiders). Then you can set up your spell to only have a 100% success
http://www.rockpapershotgun.com/2013/01/14/chris-taylor-on-gpgs-prehistoric-rts-rpg-wildman/ interview
[quote who="mqpiffle" reply="3" id="3308199"]Is announcing future announcements really an announcement?[/quote] I'm announcing that it is.
I love the idea of playing an RPG character in a real RTS environment. A couple of games have had it, but it just hasn't felt right so far to me, mostly because it's just button-mashing until a meter fills up and a boss appears, or protecting some objective for x time. I really hope they aim for a larger scale, say 200+ units fighting at the same time to really push the genre forward.
Looks like someone fudged the mail send-out, got mine before the counter was up. No links work yet though, but sufficient to say it looks wild.
To do that kind of trait, you need to give it the choice of traits at level-up, then block all other traits from appearing in your choice list. This leaves only your personal options.
Actually it almost certainly cannot cause negative mana. The bug I think I might have is frost giants upgrading their cloaks, which costs 217127217321 gildar. Of course the player never has this so he can't do it, but I think just maybe the computer bypasses the check and just pays. Anyway, pretty sure it is not related to mana.
UnitStat UnitStat_Level 8
Road_Tiles*.dds are the files you are looking for.
Yeah, all my new recruitables come in one. I think it gives me some lee-way to make them more powerful and interesting, but the player can't base their entire game around 1 world resource still. On the plus side, you can upgrade some of the lairs to train more powerful versions, demonshrill being one of those you can upgrade.