[quote who="mqpiffle" reply="5" id="3331959"] Quoting Dhuran, reply 3 Cool! Out of curiosity, how are you determining if a unit is a melee unit or not? Probably by the weapon that's equipped.[/quote] Hm. . . What about mages with those non-ranged magic boosting staves equipped?
Dhuran
Cool! Out of curiosity, how are you determining if a unit is a melee unit or not?
I'm with Heavenfall on this one. I've pretty much had to abandon every mod that I've started because the scope was outside of the capabilities of things we can affect. Unfortunately the mechanics of the game are pretty much untouchable, which makes it impossible to include even minor variations of existing systems (mana sources that act differently than standard shard based mana, for instance). The lack of any sort of scripting API has also been crippling.</
[quote who="Kongdej" reply="51" id="3259200"]Anyone know of a free office-like program to open this editor in, my current version of Microsoft office 10 (the free version) can't open it, and I am terribly poor, so I don't invest money in a program just to open 1 file. TY in advance. If not, I think Derek should work to have a similar feature implemented in the FE workshop Sincerely ~ Kongdej[/quote] I think I'm going to
I'm trying to implement some periodic events (something that would occur every 10 turns for example). What I tried so far did not work: </Calc
I never got the ChangeWorld to work. It looks like the functions must be explicitly added to the game engine. I did get a spell to work that adds an ability for the rest of the combat (all I was missing was the IsCastable tag in the target ability). Another question. . . Trying to use values in calculating the effect of a spell, for instance using ![CDATA[[UnitOwner_GetMana]]] I'm guessing this evokes the UnitOwner_G
Can you set 40 mana as a prerequisite for casting, and have it cost 0 mana to cast? Then just expend the mana during spell resolution (subtract the dynamic amount from the caster)?
I usually win with the spell of making. My approach is to start early with trade agreements so the other factions tend to be friendly towards me. I usually build a very small military for defense and helping my sovereign/champions. Once an opposing factions starts getting too powerful, or starts acting hostile, I set all the other factions to war against them (which I can afford since I didn't buy and don't have to maintain a large army). When they're all fi
I think I remember Frogboy posting about that. . . I wonder if they ever plugged it in. Time to mess around with it. I'll post something here if I get anything to work. Thanks for the idea Heavenfall!
I got the effect to work. Turns out I just needed to set the autounlock flag in the spell I wanted to unlock during combat. Another question: Has anyone tried to change things in elementaldefs.xml with ? I tried a few different things for , and but nothing seemed to do anything.
Not a bad idea, I'll take a look at the potions. Thanks for the suggestion!
I've been trying to implement a tactical spell that adds a spell/ability to the target for the remainder of the fight. I essentially used spells like 'defiled benediction' as a template, just exchanging the strategic tag for a tactical tag. I added a target spell for it to unlock, but so far this does not seem to work at all. Has anyone tried this? Is it possible? If not, I'll just have to modify the concept a little bit. . . but i
If it makes you feel any better, Parogar, I enjoyed WoM quite a bit. I even like WoM's idea of spell research better than FE's. I don't think the problem was with the system, but with the actual spells. The combat wasn't as fleshed out, and the spells weren't as diverse or realized (I still think FE spells could use more curve-ball effects. . .). They also had trouble organizing their spells into books (elemental? function?).
[quote who="Kongdej" reply="6" id="3254820"] Quoting Dhuran, reply 3Problems keep cropping up relating to the simultaneous turns. This one have been here all along. Sincerely ~ Kongdej[/quote] I guess I should have said, posts keep cropping up about problems relating to simultaneous turns.
Problems keep cropping up relating to the simultaneous turns. Maybe they should just implement a strategic initiative (separate from the tactical initiative) that dictates turn order on the strategic map, and tie it in with influence or some kind of governance.
AoW2 Shadow Magic has some really cool flavor features and magic system elements (I love how they handle magical influence range). For a space themed 4X check out Star Ruler. It's not turn based, but it has some really cool features and relevant, gameplay effecting scale.
1. Do you feel monsters act too randomly? Yes. It doesn't bother me, but the random activity across the board can make them appear broken or unresponsive. 2. Do you feel like early game monsters are too powerful? No. The problem is not that the monsters are too powerful. The problem is; there is no way to gauge the level of danger you are about to sign up for. The strength indicator has been completely off in the beta for awhile now. This has c
Well done everyone at Stardock. This game is fun and unique, truly a work of art!
I actually used to use them a lot in WoM, but they were really over powered in that game. I no longer use them. . . They've been nerfed enough to where it's an easy choice to just go around that tech.
I have to agree that they are kind of micromanagey. You could also centralize their improvements by having them be something you build in the settlement they are associated with, or linked with something you built at that settlement. That way, if you build that improvement in the settlement, you know all your outposts connected to that settlement will have that advantage, as well as any future outposts you build. It would also be nice if you could
I like this idea a lot. Giving the different types of settlements diverse functional capabilities is far more interesting than bonus modifiers. Kongdej: I think he means adding separate queue's for structures/units for these types of settlements.
[quote who="Kongdej" reply="3" id="3239899"]Seems to me he builds 1 outpost per natural resource in his "territory"... instead of finding out where to maximize the outposts. Sincerely ~ Kongdej[/quote] It kind of looks like that, doesn't it? You can almost see a standard offset from the target resource being used as well. I thought that they had implemented some hard limits on outpost proximity in this most recent beta build, b
I also like the two outposts adjacent to his city. . . Good thing he captured that resource!?
[quote who="Kongdej" reply="20" id="3239882"] Quoting Dhuran, reply 18tower of dominion. In most cases the +1 border doesn't matter Wait, doesn't it give "-10% unrest, +0.5 growth per turn"... wheres the border part Sincerely ~ Kongdej[/quote] Yeah, I think you're right (I get confused easily. . .). I just go for a building with cheaper construction cost to knock down my unrest and avoid the 0.5 to growth altogether.