5 for tiny, 6 for small and medium, 7 for large maps.
Heavenfall
Good idea, will add it.
Well done! Care to explain the logic of the XML? You allowed Category:Land but then blocked almost all terrains?
Not vsunittype, vsHigher. It's a dynamic unitstat, not Also note that it won't function if the pike unit is mounted.
It would be impossiböe to make a faction spread arctic environment, yes
Go to C:\ProgramData\Stardock\Elemental - Fallen Enchantress\screens and delete everything, start the game and try starting a quest again.
[quote who="Borg999" reply="13" id="3278708"]eh, magic resistance is usless against an enchanted sword. Stormbringer or vorpal blade anyone? :>) Just some modding ideas...[/quote] Like this? http://stormworld.wikidot.com/reliquary#Vorpal_Sword
When overwriting unittypes you want to include all the data, just like you would in an item. I'm not sure what you mean by boolean logic in this case. If you want to upgrade their gear automatically according to what techs are unlocked there's a system for that.
PLEASE keep the updates coming. While I can't say each update is like night and day, I can notice performance going up a bit every time.
Finally a reviewer that really, REALLY played the game.
[quote who="halmal242" reply="3" id="3278683"]What about a damage revenge for attacking a spear holder with a mounted unit? So will only do damage to someone that attacks it only if its a mounted unit. This might be more what I am going for, though I do like the idea of having them do naturally more damage to mounted units I want a revenge damage for mounted units and originally only thought of counterattack but maybe a damage shield effect only for mounted the tag.[/quote]</
[quote who="NexusDark0ne" reply="26" id="3278519"] Now since some of the files have been uploaded for a few hours now it's probably more likely that a config setting was missed in the site and the file servers aren't syncing. I'll get on it, thanks for the heads up. Another good reason to get mods on the site before launching it [/quote] Thanks for the heads up.
They're crucial to me as you'll face enemies with 40-50 spell resist at the end of the game.
Using the unitstat background lib you can make un-mounted spearmen deal extra damage against mounted units. I don't know about counter-attack against them, you'll have to try that one out. I wouldn't recommend Sargittar's solution, instead just use Unit &nb
Spell Mastery is what decides if a spell is resisted or not. When you cast a spell on an enemy that can be resisted, the game takes your Spell Mastery and deducts the target's Spell Resist. The number you get is the chance that your spell will not be resisted. 75 Spell Mastery vs 20 Spell Resist = 55% chance that your spell will not be resisted if it can be
[quote who="sargittar" reply="1" id="3278236"]In my experience the pioneer only measures the distance from the next city hub to calculate if he can build a city or not, however once you try building improvemnts they will not be place able, at least that's how it went for me [/quote] If you mean that your city can get squeezed like this http://i.imgur.com/I1yjI.png You can change these values 50<
[quote quoting="post"] This is more like a trick question, but I think I found a bug that for some reason, it decreases the minimum distance for setting a city. I think minimum distance is like 9, and I just realized I am creating a city right next to it! (only 5 tiles away) [/quote] First of all, the distance differs depending on the size of the map. You can change the distance between cities in different map sizes by
Yes, the assigns a to an item. It is easier to think of and as separated, the first is not parent node to the second. That's why you see in CoreArmor.xml the are completely separated into another file mostly. The Tint stuff changes the colouring of icons, nothing else. But not all icons support it. I never explored which does.
I'm only seeing premium download links on my uploads, no non-premium. What's up with that?
Cost? Spell mastery? What are you trying to change...? Check out https://forums.elementalgame.com/434780 for doing real /mods/
I'm uploading my stuff to nexus now.
Two other ways that I used to circumvent this, but I don't think they'll be much help to you. 1) Instead of adjusting a unitstat, apply a new trait to the unit. Since the unit can't have the same trait more than once... anything inside the trait only gets applied once. 2) Instead of using AdjustUnitStat, use SetUnitStat. But then you can't change the number again in the battle.
Haha, how foolish! Meanwhile, Lord Xia is riding around on his pony. It took him three years, but he got it.
I have encountered this exact same issue. All BattleAutoCastSpell get triggered twice if put on an item. I haven't tried this, but it should work. What if your first spell sets a unitstat_flagforcasted on the unit. Then, when the second spell is cast, it includes that number in the calculation. Calc1 = Shard * number Calc2 = unitstat_flagforcasted Calc3 = Calc1 * Calc2 Calc4 = Calc1 - Calc3 3 shards, +1 for each