joeball123

joeball123

Joined Member # 3255849
8 Posts 535 Replies 476 Reputation

[quote who="Foraven" reply="28" id="3403096"]Thanks guys for the imput, i think i have what i need to get started. I think i will restore the damage types, maybe add an Arcane type for the magical weapons i plan on adding... Hum, lots of stuff to do .[/quote] One thing to note is that if you decide you don't want to restore cutting and blunt damage, you have access to two damage types that are already fully defined, with associated definitions for defense and resistance a

35 Replies 90,547 Views

[quote]And when you compare it to the warrior who can have +5 attack against anything at their 3rd skill (Lethal 3)...[/quote] The Lethal traits and the Executioner traits are cumulative. At Lethal III, you have +12 physical attack, not the +5 listed on the trait - you get +(3 + 4 + 5) from having Lethal I + II + III; same goes for Executioner and every other set of traits available. I certainly agree that Lethal is more useful than Executioner, but you're underselling Lethal here

8 Replies 12,821 Views

Wouldn't that allow everyone to hit Banshees for 5-10% of their normal physical damage, though? Because if I'm interpreting what he said correctly, he wants to have improved weapons around that can (at least partially) bypass Banshee immunity, rather than just nerfing Banshees.

35 Replies 90,547 Views

I would also tend to wonder where everything else is, if that were the case - surely the AI isn't only equipping its champions with Leather Greaves, a Horse, and a Dagger; at the very least, the AI should have had a few champions arrive with more or less complete sets of armor (and even if the champions don't come with more or less complete sets of armor, in my experience they're more likely to arrive with chest armor of some kind than only greaves).

11 Replies 53,285 Views

[quote who="joeball123" reply="23" id="3403053"]The idea is to make it magical so we can fight critters like the Banshees that are immune to normal weapons. An upgrade from normal weapons without a specific elemental buff.[/quote] Since I was typing while you replied, and this clarifies what you want to do - go into CoreUnitStats.XML, find one of the damage types, and copy it over to an XML file of your own. Once it's over there, rename it (say, UnitStat_Attack_Pierce2), and give

35 Replies 90,547 Views

[quote who="Foraven" reply="20" id="3403032"]-Is there a way to modify DLC items without actually giving them away with the mod? If not can i disable DLC items while using my mod (Reason: i want to change how weapons work thus don't want DLC weapons that follow different rules to pop up)?[/quote] I would expect that you could modify the XML code, but leave the image references the same. Keep the XML for DLC stuff in a separate file from XML for base game stuff, and give two downlo

35 Replies 90,547 Views

merlinme, the biggest thing you had making Titan's Breath as potent as it was is that you had a bunch of units that can Maul, because you had tame. Moreover, since your army included large numbers of animal units, it was a relatively fragile army that can't afford to take hits (granted, on Insane even regular units can't really afford to take too many hits, but it's worse for most beast units). Besides which, Tame on its own is something that I think makes Path of the

24 Replies 26,367 Views

[quote who="merlinme" reply="12" id="3402673"]Most of this is good advice, but I disagree with this particular point. I guess it just goes to show how many ways there are to play the game, but see ny Insane post for how I beat the game using Titan's Breath and Cloudwalk (level 4 Air) with Spell Mastery Mage path bonuses + Savant (-1 casting time). Titan's Breath in one turn with high mastery basically equals "entire enemy army misses go while your non mage hero kills their prone troop

24 Replies 26,367 Views

[quote who="sjaminei" reply="9" id="3402596"]With full leather armor at least (mage robes etc. later) and the dodge vs ranged trinket/spell mages can take some ranged damage. I find Command/Battle Cry only useful on instant spells from mages, since it doesn't seem to affect casting time in progress. (unless you cast it during said action) Tactician of course helps you get actions before the ranged of the AI can do anything. [/quote] I didn't mean that Mages aren't able to

24 Replies 26,367 Views

[quote who="sjaminei" reply="7" id="3402504"]Say what? That sounds like a bug. [/quote] If you're referring to the part about having units immobilized, it's been reported as a bug before, so I'm not going to put up a post about it. If I recall correctly, it would occur when you used Escape while at least one of your units was immobilized by, for instance, a Spider's Web or the Obsidian Golem's ability. I don't usually have it because I don't usually see muc

24 Replies 26,367 Views

On Warhorses vs Horses: They have a minor advantage over regular horses in that the first turn bonuses are 50% higher (meaning +3 attack and initiative on the first turn rather than +2 attack and initiative). But they are also nearly twice as expensive to purchase for champions, aren't any faster, and, unlike wargs, don't provide an ongoing bonus for the duration of the battle. Since by the time I'm likely t

24 Replies 26,367 Views

The Scenario also at least used to allow you to do this, regardless of whether or not you had modded the game to allow it. Since I've not played the scenario in a while, I'm not sure if it still does or not, but I can't recall seeing anything about fixing that in the various change logs.

6 Replies 12,289 Views

Battle experience gains are divided by the by the number of champions (including Sovereigns, but excluding Henchmen and Sions) that you have in your army. Additionally, the base battle experience values before the division by hero count are in some manner determined by the strength ratio between the army you attacked with and the army you attacked, and champions will usually count more towards the 'army strength' metric than trained uni

7 Replies 11,385 Views

Primal, Broken Spirit only applies to Sovereigns who surrender, not simply those who lost a battle. There's no real need to make forcing an AI to surrender even more useless than it already is. Plus, if nothing else, you'd think that my forcing an enemy sovereign to surrender to me would give me a boost to population happiness (well, perhaps not in the conquered zones...) and increase my fame, rather than the unrest penalty and fame loss suggested by MechaGodzilla. Taking away soverei

4 Replies 2,558 Views

Primal, s/he's looking for a way to make the faction suffer a penalty when the faction's sovereign is defeated, not inflict a penalty on the faction that a sovereign surrenders to. There are a couple lines in ElementalDefs.XML that apply to sovereign revival, but they only reference the mana cost. There may be a way to force add a trait to a sovereign who loses a battle which applies a faction-wide unrest penalty and which goes away after a few turns, but I don't know how

13 Replies 13,577 Views

It is arguably working as intended, since standard attacks on prone targets are supposed to be guaranteed to hit. An enemy knocked over by a club's bash or by Titan's Breath is a prone target, and Maul makes a series of standard attacks that ends when an attack misses or when the target dies. Since it's targeting a prone target, it never misses, so using a Maul-enabled unit against a prone target is essentially a guaranteed kill.

4 Replies 9,640 Views

"Clink" and "Blocked" are in some ways like a critical success or failure by the attacker, or a critical failure or success by the defender. So while under normal damage mechanics you can have attacks that deal 1 damage, "Clink" is more like an attack that should have done no damage that actually did a little or an attack that should have done a lot of damage that barely did anything, and "Blocked" is the more extreme case.

8 Replies 14,617 Views

[quote who="McBeef" reply="39" id="3399145"]How much of a bonus, how is it determined? Is it a function of the stats of the other swarming units or is it simply the quantity of units involved?[/quote] You get an additional 1 attack and 5 accuracy per friendly unit adjacent to the targeted enemy unit. Urxen Blood and Pack Tactics increase this bonus (if you have both, I believe the net bonus is 3X, not 4X, but I've never checked). [quote who="McBeef" reply="39" id="3399145"

47 Replies 591,418 Views

Blocked - no damage was dealt by the attack Clink - only 1 damage was dealt by the attack Both of these are armor effects, and appear to be somewhat random. They do occur more frequently when facing high-defense opponents while your units have lower attack scores, or when your high-defense units are attacked by units with poor attack scores.

8 Replies 14,617 Views

As a warning: others have noted in the past that the AI does not know how to use ranged weapons which cannot shoot all the way across the battlefield. If you really want to implement limited range, you might want to make the default weapon damage be kind of garbage and then implement a limited-range special ability that does superior damage.

35 Replies 90,547 Views

[quote who="McBeef" reply="35" id="3398496"]So at any other phase of the game, using all 3 slots for a unit design seems like a given. During this is early phase it doesn't seem so clear cut. There is a case to be made for building either the basic or advanced militia. The advanced militia will be more effective and have more long term value as upgrades. On the other hand, the basic militia is cheap and you can get more of them sooner. Thoughts?[/quote] I tend to try to avoid buil

47 Replies 591,418 Views

[quote who="MechaGodzill" reply="28" id="3397601"]What exactly "does +10 (or any number) while defending" mean? Does it mean +10 when his side didn't attack to start the battle? [/quote] More or less as NeoNick7 said, although there are no dodge while defending bonuses that I know of. As long as your unit doesn't make an attack or use most special abilities, that unit will drop into defensive stance at the end of its turn, putting a shield icon over its head. At that point, it

47 Replies 163,886 Views

It's a bug. Put up a thread and a savegame in the support forum and they may be able to find the problem. Or you could start a new game and see if the issue goes away.

2 Replies 3,130 Views

@Primal Savage: I would say that Potential is more or less a waste of a trait. It's only going to put you fractions of a level ahead until you reach level 21, when you'll finally get that extra full level ahead that lets your champion have as many real traits as the champion who didn't take Potential and is currently level 20. You're also not going to get a second 'extra' level out of Potential at any reasonable point in the level curve, so you're never goi

47 Replies 163,886 Views