I agree. AFAI am concerned this is a bug, and needs to be fixed.
StevenRLynchAbundanceThatIAM
Well, I tested it in two or three battles, and it didn't noticeably reduce the armor of the unit that got hit (right-clicking on the unit after it got hit). So if it's working for you and showing up in the unit details in battle, I don't know what's occurring. There shouldn't be any mod conflict because Enzo's Knife comes from the Loot Pack DLC and you are not allowed to include even the abilities in regular mods, AFAIK. Any other reports, one way o
If you do, the race abilities combine (I saw it), probably some other things combine too. I deliberately removed CoS so that they wouldn't conflict. When Heavenfall gets his new GPU, then he'll be able to make CoS compatible with the new DLC. And btw: congrats Heavenfall if you were involved in making this new DLC. =)
EDIT: You need to choose Undead as a Faction choice for your faction to use Undead rules.
But won't that mean that the heroes will require those traits too?
It can handle more spells that 6, AFAIK it just means they are not shown on the city bar. They still can be cast and do take effect. But you don't normally get more than 6 in a modded game (and the 4 essence locations are rare if not non-existent - with Scrying Pool and Oracle that's a maximum of 6).
Does it block further enchantments, or does it allow further enchantments but just can't show them on the city bar?
The thing is the Vaults don't sell all the items, they sell a certain number out of the ones available. We only want to unlock an item for unit design if it's also available for purchase.
Enzo_Effect, a spell ability for Enzo's Knife that is meant to reduce armor by 1 for each successful attack, doesn't appear to do so (no change to the defender's armor stat and no apparent change to the amount of damage done by the Knife). There is a bug either in the XML code or the supporting hard code for items that reduce armor (as far as I know, if an item attack reduces or increases a stat, it will always show an effect on the unit information in battle).
It's to unlock a unit design item, but only if the player has a building that also sells the item to champions. There are similar improvements that sell a different range of items, so it can't just all unlock after researching a certain tech.
At this stage, I don't think it's possible to add a trait to a Player (as opposed to a Unit) once the game has started. If it doesn't already exist, could you make an "UnlockPlayerAbility" tag for Spells, Items and Improvements? For example, you might want a Spell, Item or Improvement to unlock a unit design item, so you could have a spell or a usable (ie. like a tome) item that is only available after completing a custom quest that unlocks/gives a Player trait which e
There is a problem. Items that are available for unit design unlock at the start if there is no tech or other player requirement (such as traits). You could make all the items unlock at the time the Vaults of each level unlock, but this would mean all of the new items would be available at these techs, regardless of whether it's in that Vault Shop or not. (They would still be restricted by local resources though.) And because some of the items are armor, they would
Turns out a Trophy can actually be any improvement a city has. I think a Trophy is specifically a building without a visible building on the map. But you can use the Trophy code for any building. This is my modified code from your XtraTrading mod, first, from the XtraTradingItems.xml: [code="xml"] Am
Is there any way to add a Player trait?
It would be great if you could answer! We have tried many things, and we are not sure if it just not possible or if there is some obscure way of doing it. We have created a Player tech that is only meant to be given when you have a certain spell or city improvement. This is the code I have created, and modified around a certain theme, but no luck yet: <D
Have you tried using 1 ? Also, I notice that you didn't use the same text in the opening and closing tags of the last two examples above.
Yes, it will need to be changed. Even Banshees can be damaged by Blunt and Cutting damage. The whole system now is set up to use Pierce damage as the one and only form of physical damage, and using any of the old (what is that word that refers to code that is no longer used but still lingers around? - just remembered - deprecated ) damage types just results in doing damage to all units attacked as if they had 0 armor.
Will it have those long overdue UI improvements? ;-) =)
PS: In regards with unlocking the special improvement, check out the Theatre of the Wind (or whatever it's called) and the Temple of Forgetting (I think this one is in a DLC). Those are the official examples of improvements unlocked by a Quest or Event.
Can I ask you Primal Savage, how do you prevent casting the same Vault spell, building that building, dispelling the spell, then casting the same spell and building another vault of the same type but with different items? Can you use that "Restricted" keyword like they use for techs that if you have them you don't get ordinary items but replacement items (like Wanderlust etc.)? Anyway, assuming you've already got that covered, here are some examples of items, one r
Actually, the Fire Shrills can target their spell attack (like the Fire spell Fire Bolt or whatever it's called). The Air Shrills have a spell attack that is like the Air spell that strikes one random unit. Fire Shrills almost always focus fire in regular combat. Air Shrills always do damage to a random enemy. Water Shrills don't have a damage spell, they have the Slow spell. And Earth Shrills don't have any spells but they have a lot more armor.
Currently all trained units that aren't heroes or monsters never get critical hits, even if they have a chance to crit above 0. So Whetstone is out, since it is useless for trained units.
That's what happened when the AI cast the spell and then cancelled it. Only things that were not visited by any unit ever went black again though.
Note, unless we create huge numbers of unit designs, the AI won't be able to use the new items in unit design. But it will still be able to buy shop items.
Don't worry, we all look like a fool sometimes. ;-)