[quote who="Rynas" reply="4" id="3486563"] Without Death Blow (took Break instead): 6, 9 With Death Blow: 8, 6: With Death Blow, opponent with 17/17 health: 43 It's pretty clear to me that Death Blow applies to max health only. [/quote] Thanks for sharing your test. Sure sounds like you're right.
davrovana
[quote who="Rynas" reply="2" id="3486463"] Thanks - actually DeathBlow activates based on max health. [/quote] Not positive, but I think it is current HP. Test it if you can. I'll report what I see if I get a chance to test out. Also check out the "Rage" ability, it has a tag that checks for percentage hit points (not sure if this will work as a comparative).
[quote who="Alandroid" reply="5" id="3486396"] Calling it a game design flaw may have been over the top but it still feels like something that can be exploited and can be fairly easily fixed. [/quote] I think (can't be certain) that Derek likes it that way, and doesn't see it as broken. There's a lot to discover in this game. I'd say keep playing and feeling it out - you are observant to see the potential of those abilities. But there's more
[quote who="Alandroid" reply="3" id="3486240"] Now with cleave my hero can hit him for 20 points of damage cause it will become all physical damage when using an ability. [/quote] True, nice little workaround. Only works for one attack, then you have to deal with his fire resistance again. If you're playing on expert or higher, an extra 8 points of damage hardly ends the battle. The scenario where you swap to a cold axe might still kill fire resist
[quote quoting="post"] With this design flaw it is SO easy to totally get around immunities and resistances of creatures and so forth. [/quote] Substantiate how this is a gameplay issue.
Not to my knowledge (percentages). But you do know there's 'death blow' which activates at a set value for health, right? No expressions in coreabilites, to my knowledge. But abilities can trigger spells via MeleeAppliesSpell, so that could be your workaround.
Fifteen new factions!?!?! Wow.
Skynet doesn't need nukes then, it can just aggregate our most circumstantially incriminating search queries for a grand jury!
fixed bug where abilities had incorrect names for unlock. Please re-download new version!
Quoting rossanderson48, reply 71 Modders get lazy and do not continue to support their mod or make necessary changes that need to be made. Thanks for proving my point about mods. Nothing lazier than someone who makes new content for you, FOR FREE! I mean, the nerve of these
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[quote who="Ragnall" reply="2" id="3485802"] It isn't much. There could be level up screen for regular units like in Eador game... [/quote] My home town is awful. There could be a puppy and rainbows factory, like some other concept I have in mind and against which I am comparing my home town.
[quote who="ElanaAhova" reply="28" id="3485482"] See the movie "I, Robot" to explore just how a 'smart' AI could use the three laws to imprison us. They are a great start, but more is needed. [/quote] I'd recommend the short story collection the movie is (barely) based on. Ends with much, much greater insight into the long-term consequences of a superior intelligence dealing with the shackles of the 3 laws. Profound and disturbing.
Natural selection doesn't have nice moral implications when you try to ideologize it.
[quote who="DrJBHL" reply="12" id="3485314"] Perhaps what really is needed is "The Three Laws of Robotics" (a.k.a. Asimov's Laws): A robot may not injure a human being or, through inaction, allow a human being to come to harm. A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law. A robot must
Updated, fixed major bug where all champions were affected by special abilities. Changed tags and bonuses now work. .8 update coming soon.
Not sure what your kids have to do with it. Just set your monitor to shut off instead of a screensaver. Control Panel -> Hardware And Sound -> Power Options -> Choose When To Turn Off The Display
[quote who="DrJBHL" reply="5" id="3485030"] I think without fearmongering that there are issues tied into AI, questions which are very significant regarding how computers do things with a rather single mindedness that need to be considered. [/quote] Yes! Safeguard One: Do not give an AI access to any centralized military command system, ESPECIALLY one that might have access to nuclear warheads. Safeguard Two: Don't connect an AI to the inter
Updated! Please give feedback.
Gonna work with Primal for XtraDeconstruct compatibility, yes.
Updating now, download link soon to return!
It's almost as if...the internet isn't safe...
Massacre Elemental fixed. Upgraded to .91 Added "Stable Gate" improvement, 1 per faction, builds up a resource that allows you to build tougher demons.
[quote who="abob101" reply="56" id="3484616"] It's more work implementing it as an autocast, but at least it shows the effect. [/quote] I also worry about using auto cast too frequently, the Amarians and dragons are already using them, and too many autocasts could be begging the game engine for bugs or dropped effects (autocast summons can freeze the battle). So far though the paladin autocast seems to work perfectly.
I've abandoned the idea of supporting LH 1.7 unitstats for this mod. I love that they've been implemented, but the new feature doesn't show up in the UI, it's only applied when an attack happens, behind the scenes. The Current AutoCast spell method at least updates the paladin's stats in battle, which I am assuming is more user-friendly for this mod. The new 1.7 unitstats will likely be used in my upcoming PATH VS PATH mod.