4) Not sure if that works, you'll have to try it out. If it does it does. 5) I don't think that unitstat works, sorry. 6) While you can add new unitstats, they cannot do what you want (gold per kill). 7) I don't think moves can become negative. However a unit with 0 moves will pass its action if the AI is playing it (even an archer unit). The only case where a negative damage turns into healing is when you use CurHealth modifier.
Heavenfall
I would also suggest you go for Civilization. Get Towns and you can build buildings that produce influence in them. Use those to upgrade the Demon Shrill lair and work your way towards using the Dragon Lair at the end of the tech tree. Civilization willl also bring you a lot of money, so use that to buy items for your heroes.
Like AutoDefend in Corespells.xml try 1 1
No, it may be outside visual range.
Check out the Dragonkind sovereign trait for lizardmen, it works in vanilla 1.12.
I think it's a minor inconvenience, making a "90%" claim is silly without proper information about the subject. Not saying it's not an issue.
The tomb of the dead, yeah, I can change it to random uncommon item. I like those quests better anyway, gives a better incentive to the player to play it every time. It shouldn't be higher chance than others to appear, I'll doublecheck but otherwise you just got unlucky. Golden Ball is indeed the sort of item that should save you from the very edge of death but nothing else, just like it did in Harry Potter. I will increase the healing bonus a bit, but keep the threshold the s
Player StartPositionHasResource Wild_Dragons_Liz 3.0 When the Lizardmen hid i
[quote who="gladestrider" reply="10" id="3305290"]For modding purposes, I'd either like to be able to provide a list of names or a list of half names that are randomly combined (shadow-, blood-, dark-, bright-, misty-, and -dale, -falls, -creek, -woods, etc). gs[/quote] Entirely possible, check out my example above
I don't like that pioneer gold cost one bit. It makes taking wealthy and selling all your items the most winning strategy. If you want to limit early game pioneer spam, just make building a pioneer drain 20-30 population from the town it got built in.
Frogboy commented that it was a bad time to release FE for review exposure, supposedly lots of games were released at the same time. Reasonably, only the largest websites can cover every game released.
Personally I have always been a proponent of "high fantasy" content in Elemental. If you recall, E:WoM actually had very few fantasy additions. Sure, there was the occasional spell but overall, the weapons were steel, the armour were plate, the soldiers were men, and the mounts were horses/wargs. FE was a big step forward in all aspects of the game, to include the wonderful instead of the mundane. To me, it is basically not possible to have "too much" fantasy in a game. Even completel
DesktopX yes.
These types of modifiers have to go into the sovereign's traits for some reason. A word of caution though, those buildings will boost the tile yields of the terrain around them - potentially creating very, very good starts. Another option you could pursue is to create a new once-per-faction building that does what you want, and is unlocked from the faction trait. The player then builds it as soon as the game starts. A bonus of using this method is that the building, if captured, w
I actually wrote a script to do this back in Elemental. It was based on the names from Dwarf Fortress, given with permission. https://dl.dropbox.com/u/32649007/CoreNameRuleset2.rar
Tileyields come from worldresources and terraintypes. They contribute to the bonuses a player sees when he is able to build a city in a particular location.
A race's unittypes are always unlocked or not. The trainhenchmen and trainjuggernaut stuff are literally just visual aids. If you want to add a unittype to a race, simply add it like any other to the racetype. If you want to use the method for a faction's traits, look at the bound widows and such.
It doesn't, since they solo. Will fix those fire's heart thingies.
Makes tiles around have extra yields.
Coreunitgroupingtypes is the only thing that sounds suspicious to me
Because the function is bugged and you can't summon more than one from one modifier. Easier to copy xml than fix function.
I had some in my new burning lands forests in SW rivermod shatteredworld folder, can't recall if that was a forest workaround though
Like blood curse?