Are you sure that you are not overcomplicating this. Have you tried working this code into a spell: Unit AdjustUnitStat  
Glowing_Ember
Careful xia, those 100 Ice elementals might freeze your pony out of the game.
There is also this flag too: spell name so you choose what you want to stack with or not.
I made a few changes, i seperated the particles effect into a seperet gamemodifier, unit modifier etc. I have my particles back but the display is a doubling up somehow, will need to test a few more time to catch the oddity - after i get a snack for my wife. uhg.
Ok that did solve the fire damage bug, but i lost my floating burning blade particles. this is going to take some thought ...
will try it.
In order to gain the respect of the ai, you do need to show some military strength. Here is a bit of advice on picking up some quick military. Shard binding. If you want a magical faction, every shard you find will offer you a free unit. Aditionally, when you upgrade your shards, you get a stronger unit. Over the course of the game, each shard offers you a lesser, normal and greater unit. Beast Taming - this ability can be used to harvest wild animals into your a
resoln is a great example of faction balancing - they have a lot of dependable summons but their base units have less hp and armour. A faction than can summon a lot of creatures should have a definite weakness in either the civ or military tech tree. I of course ignore their spellcasting for the purposes of this conversation.
What is supposed to happen: you get an elemental damage boost that gradually fades at different rates for each damage type. It does fade as intended, but the buggy portion is this: each round the spells lasts ADDS a permanent +1 fire damage, which accumulates. very odd. The spell has no requirements for testing purposes. The additional test of this spell wsa to check if seperate spell elements could have different durations, and observing the particle effects from round
What kind of tactics do you like to play with in other games, perhaps we can suggest a faction that better suits your playstyle?
This is one of the reasons i would like to see a limit in inventory space. However .... shrug.
get access to the decalon books and teach those henchmen REAL magic. Since the game uses custom factions when you random your games (or you could always pick them on purpose) you can stack your game a bit by planning on allies with useful equipment to buy - assuming of course they don't die out - darwin's law and all.
it looks like you have two spells there, do you need both ? you have tame and tame ability. there are other spells that use spelltargetcreaturetype properly, i think the mistake is somewhere else. i will play with it tomorrow and see what i can find.
Your right, it could be more clear.
Well that's just .... Dandy.
I'm just following soma abstract thoughts on the topic in my head, I'm wondering how much gui manipulation can we do - can we make buttons ?
would it be easier to autodefend into each consumable, such as potions and scrolls, or would it be easier to enter a consumable flag into a potion, scroll etc and then put in a boolean for consumable in autodefend. I'm thinking the latter option, but then mod compatibility could be a problem. Have to be careful with basic functions used all the time. I don't see why a custom mod-specific version could not be used though, ie "stormworld autodefend", dragonlance autodefend
I'm not sure if you can detect any info from the target. Some dev input on this would be nice.
With henchmen, there is a difference between equipment they are given and the equipment they come with. This happens in other places of the game as well, such as when an enemy sovereign comes under your control(in this case, it happens with enchantments). You can't sell the ax you trained him with, but you can give him a better weapon to use. Tha ax will hide itself, and will requip if you take the new weapon (the one you gave him to use instead) off of him. You didnt make th
i think a blanket 25%magic resistance makes sense since they have shattered their physical selves for raw magical power. Procipinee has the knowledge of high ritualistic magic backing her up, but resoln has used dark, transformative magic to reach places of power that procipinee can't imagine. Magic should indeed be a dull blade when used against resoln.
You know, it kinda looks like a chicken drumstick to me.
Interesting idea jugg, i'll play a bit on it tomorrow (sunday) and see what happens. I'm, going to fire up the particle maker on sunday with my daughters laptop (which sadly has a better graphics card than my quad core mac - yes i can be cheap - who knew it would be such a terrible card lol saving slowing for a better one)
interesting, yet irritating at the same time since you can't remove the spell.Might be some different values for that stat.
I'm thinking of a version that summons a building into the target city. The building would give the boost, you can destroy the building to end the spell. I just need to figure out a way to only have 1, 2 or 3 versions of the same spell running at the same time within a faction, or 1 per city.
Ok i got it - dunno why it works, but it is working for me, seems a little counterintuitive - i can only guess it is skipping some error checking in another function: you can cast this on a city with no essence - can't end the spell, but you can put a duration on it: 10 or however long you want it Gover