I've built High Towers and had them correctly increase ZOC.
StevenRLynchAbundanceThatIAM
I use parrotmath's Maul debuff - which makes maul useful, but not supremely overpowered. Oh, I think you are talking about Fallen Enchantress rather than LH. Not sure whether the Maul debuff works on that.
Thanks very much for all your help Heavenfall! After lots of trial and error I've worked out how to give the bonus damage if the enemy is Undead and the attacker is not (by editing the Sov file to give him the Undead unitstat - I also had to delete the Blessed Hammer definition from your Library files). I would also assume now that when you just put a TargetUnit UnitStat you are actually either testing if the UnitStat is positive, or testing that the unit stat is equal t
I don't think base stats should be stored by the Sov or Champ XML file - I think they should be calculated as long as there is not a custom value defined.
EDIT: Actually, I'll make it fire damage instead (the most resisted element) so it has a minimal effect on other non-undead attacks. Even though the fire skeletons are immune to it, they can still be hit by the regular damage. Banshees are not immune to Fire Damage though. Yes, that would be fine. There is lightning attack added to the base attack so that Banshees have a chance of getting hit (and then having CurrHealth decreased). Question 1: What does D
Can I use CurrHealth and decrease it by 8?
What do I need to do to do a specific amount of (in this case Lightning) damage?
Just how do you do a comparison between two Calc values and use the true/false to determine whether the amount used for the Value is 0 (previous statement false) or 1 (previous statement true) times the number?
EDIT: Actually the first one doesn't work properly, as it does extra damage to non-undead units. Would this work for the MeleeAppliesSpell? Unit DefendableDamage UnitStat_Attack_Lightning <Expres
The monsters like Ritualists or whatever have an incentive to use summons though (only cost casting time) - even if it's harder to program for the AI players.
Okay, that's good. =) I wonder if Dhuran will use this.
How do you edit an existing item? For example, if I wanted to add 3 maximum lightning damage to the Blessed Hammer, reduce Physical Attack by 1, and an OnHit effect of 8 Lightning Damage against units with an IsUndead unitstat, how would I change the code so that the +10 Physical Attack vs. Undead no longer applies? I know how to add elemental damage and defendable elemental damage OnHit to a weapon (because Heavenfall has already provided an example), but how do I remove the old
Yeah, sometimes the workarounds are a bit messy, but still, there's a lot of fun things you can do with this modding system, and the modders have worked out a lot over the years (since WoM) through a bit of trial and error. ;-) =)
Heavenfall, is it possible to use an "on hit" effect, and multiply it by a "IsUndead" unitstat, so there would be either 10 (if IsUndead is 1) or 0 added as an on hit effect? If you edited the item that does +10 attack against undead, it might work. Even if the +10 attack is not guaranteed in the usual vanilla process, it might be possible to add 10 damage as in the example I just mentioned which would be good enough I think. Not sure about spell effects, but is there anyt
Was it a 9-unit army? I've heard reports that 9-unit armies can cause some problems.
I don't have Steam run when my computer starts - it only runs when I start up Legendary Heroes and afterwards, till I remember to close it. =)
Well, the main purpose of my mod as I posted in the original post was to stop those other heroes getting dumped. So it is good that is has done that.
Do you think that Raza the Wild, as a mage, needs the speed boost? Would he be okay at a fixed 3 movement, or does he need the full level boost like the other slow heroes, despite having Coal Stones?
But it does make them more useful, right?
There is a maximum number of starting points for defenders and attackers in a battle. There are more starting points for defenders in a city battle, but if you have a lot of militia defenders you can still exceed that if your city garrison is full or overfull (such as when you have nine defenders and then a hero gets defeated and goes to the nearest city - this can exceed the normal 9 unit maximum for garrison). So, when you are attacking or defending, if you have more units than
Do people think this mod is relatively balanced? Is 5 Strategic Move and 4 Tactical Move at L20 too much? I could consider giving the extra move at L15 and L30, so most of the time they will have a Strategic Move of 3 or 4 which is the same as a regular champion with a warg or a horse.
Sounds like a bug. Although newly created units will appear outside the city unless the option for "Units Stationed In City" or whatever its name is is on.
So you could check for say, 500 gold or for a certain item, but provided you have it, it is not taken away unless that option is chosen.
Basically, anything that could be checked for in https://forums.elementalgame.com/447602 could be used to customize Quest Rewards (requirements, and conditions that if fulfilled would strike out certain options). Also, the ability choose which hero in the army the Quest Rewards go to (if a stat boost or trait).
It would make a fantastic difference to do this, allowing new possibilities and not requiring a resource be set up to check for. I don't know if there's currently a way of checking Allegiance for Quest Option Dialogs - some Races can be customised to be either Kingdom or Empire (such as Altarians, Krax and Wraiths I think. tags don't work for striking out Quest Options in a dialog.