thnx very much, very helpful but is it that simple? i just provide a new unitstat to items (abilities eventually) and put it in calculation? dont i need to define it somewhere? and what about strategic? can i read sovereign unitstat even there to add it ?
ddd888
is there any way to do that ? i noticed the trait only apply to sovereign (at least the tag is player, dunno it the tag unit works as well) basically i wanted to make a couple of summoners only item increasing level (or if possible adding abilities or just stats) of the summons, but just using the trait modifier doesnt seem to work at all any idea? thnx in advance
balancing xp is really hard but i think the actual system is correct xp need to be split what is wrong in this system is the strenght of things monsters should be MUCH MUCH more stronger the incentive to grouping shouldnt be the gain/fight but the actual possibilty to win the fight you should group because otherwise you cant kill what you encounter like i said modding monsters works quite well, in the
thnx, ill give a look at HF stuff but there is already so much to learn im kinda overwhelmed :D btw do ritualists summon work? i dont remember if it was working in vanilla and i just messed something or if it never worked
anyone noticed strange behaviour with cooldown on multicasting units? what it appears to happen if i provide multiple spells on same unit the cooldown on some spell seems to block other spells too so what is it? -is cooldown supposed to be a global cooldown for the unit? -is a ai bug not casting after the first spell goes on cd? -am i not getting right what cooldown should do? is it possible to divide in calculation
nice idea, im doing it right now also im making a luxury item for summoners to increase summon level do you think its possible to target specific stats instead of just lvl? this woudl also be good for traits
tbh i dont see problem with mounted... its not free, it cost a lot of research and money (well right now money is not balanced but anyway its a cost), ofc you have the bonus maybe we can argue if the bonuses are balanced or not (imo after last patch a bit too high) but why put the malus for something you paid ?
thnx you got the points right :D anyway i was a bit too much fond of fire after extensive more testing and playing and modding i have to say death is far more op as nuking (even though ceresa traits arent that good) in my modded version i have nerfed a lot death aoe in fact (fire is balanced from the fact with my actual playsettings is impossibe to lvl up very fast) as for caster vs melee (tank more likely) well one of the problems
last days i was a bit annoyed by all the junk items in FE so i decided to try to both get rid of them and make those items be cool someway here it is: http://www.mediafire.com/?1p3r5req5sj3pba the result is pretty cool i think (for my limited modding skills) here how it works (is very basilar): [img]http://i.imgur.com/5fLBZ.jpg[/img] various techs unlock buyabl
no, i didnt add anything new to the game, just modified existing files now its working anyway, still a mistery why it happene though :D
im doing a bit of this and that, but adding resist to everyone is so long and boring, also i have wierd results with resist sometimes (like chaos getting resisted always) also mages without nukes work even worse in my build, im buffing a bit summons now, in my last game with proci i had a huge starting location but still playing her hybrid didnt work at all (and i had a good champion warriorish to buff and support)
ok now is working i did literally NOTHING, i just played at another game, cooked my lunch and talk on skype with a friend now all perfect, displayed values and actual effects well noo, still wierd, but at least its ok maybe some win xp bug dunno
yes i have the same feeling it reads 2 files right now i restarted everything i have double cost but when you modify your spell cost do you see it correct even in the spellbook? edit i checked my games/FE/mods and its all empty
ok update now its even more wierd i didnt do ANYTHING, just browse forum and now restarted client and a new game the mana cost is MY value PLUS the vanilla 5 it just doesnt make any sense, ill try rebooting my pc i guess some fragment of client didnt close well :/
man im working on files since days ofc i have that anyway i found 2 major issues but still not the core problem 1) the game read random files suffix from directory i had corespells.xml and as backup i used corespells.xmloriginalcopy and game was reading that one then i just move the file and it read my modified file 2)still there is a bug, game doesnt read mana costs dunno why i change
this is wierd, i edited corespells.xml but the game use someway vanilla values maybe i did some syntax mistake and game download the vanilla file to get over it? any clue why this is happening?
yes i just discovered goodie huts the other day, im working hard (when i have time) on it, im making new level of lairs and addind a few new monsters on the other hand i have a problem now: balancing monsters and making them not easy destroy a bit the balance of mage/warrior warriors are OP now because they can steamroll everything, while mages scales a lot in dmg and have lots of tricks, but if monsters are strong warriors cannot steamroll and progress a bit sl
[quote quoting="post"] Also, I think the game needs to spawn some random heroes over time , as too many of them are killed quickly. [/quote] this is a old and never solved problem in many situation heroes just disappear too fast, killing them is easier than reaching the tech to hire them(+ gaining the money) but in general i dont see many reason for having this unbalanced competition over them</
one last thing this would be super can you make traits invisible? because im lazy but still i like beauty, having trolls with skills like "troll skin" "troll feet" etc visible sux a bit, if i could hide them it would be super cool [e digicons]:D[/e]
yes but i dont care of gaining per lvl (not for everything at least) so if i got you right the laziest way to make lets say all troll have 20 cutting defense 10 pierce defense and 10 cold resist would be to create a new ability called "troll skin" with those stats and then id give it to ever troll (eventually adding bonuses per lvl in case i have to)
CoreMonsterUnitTypes.xml any more hints? i searched a lot that stuff and didnt find it, you remember the tags or something? Note that the milestones are ONLY used to set the stats of a unit AT ITS SPAWN. They are NOT used to update a unit's powers when it levels up. For that you need to use equipment or traits with modifiers that increase based on level. Keep in mind all units in th
-are there base stats for each "race" (trolls, ogres, dragons etc) ? (and if yes where are located?) -if the above if no can i add general stats to each unit or im bind to use the per lvl setup? ie right now all looks like unittype wolf lvl 1 accuracy 74 hp 10 lvl 2 accuracy 74 hp11 etc etc can i do something like unittype wolf accuracy 74 lvl 1 hp 10</p
so my first try at modding, i really felt the need to improve monsters and since i worked a bit on it ill share my result if anyone wants to try it out and suggest me anything or insult me [e digicons]XD[/e] download: http://www.mediafire.com/?an7eidzlpg47yni installation: -locate FE directory -backup old files -copy zipped files into FallenEnchantress/Data/English directory <
Fire Tier 1: Burning hands - good early game Candlecloak - quite useless Protection from fire - useless Fire Tier 2: Burning blade - decente but need a buff Flame dart - after lvl 4 this is teh spell, slightly op end game but if we get a good balance pass this is ok Pillar of fire - not so good considering the cost but if you swim in mana its strong Fire Tier 3:<b
Water Tier 1: Meditation - more situational than other buffs but sometimes i use it, surely often with proci Slow - good spell even if at some point there is always something better to do Protection from cold - useless, as usual there is not good magic in game, and no need to defend from it Water Tier 2: Chaos - it was very cool a few patches ago, right now new spells are taking over, i think it needs a buff<