Add a new ability called block which gives a unit a % chance to completely block an incoming attack before att vs def is rolled. This ability could be added to shields.
mqpiffle
Medium right now. I would prefer larger maps if there was more to explore quest-wise and map-wise in general. I would still only use one to three other factions even on immensely larger maps.
Change the way terrain types and categories are validated/invalidated in spelldef. Check out this thread .
So you want to implement your "Create Armor-Ripping Flesh-Eating Mars-Humanoid-Trap" spell in Tactical combat and want your creation to only be able to grow in tactical forest tiles. But adding Tactical_Forest to your spell is just not working no matter what else you try and it's giving you hypertension, constipation, and an aneurysm ... so what do you do??? Sit sown. Breathe. Have a cup of chamomile tea
How bout some modding luv? Just sayin'...
It doesn't work in tactical mode, and as far as the 'Vortex' in create vortex goes, there's not even a file called vortex.xml, so that definitely won't work.
Great job impinc. I'll d/l and give it a whirl.
Great work Satrhan. Maybe studies can start out as a Sage's tent or something, with robed figures hanging around talking.
No way to set CombatSpeed to zero, 1 is the minimum for this stat. There is no good GameModifier to pull off tactical hold / root type spells right now. All you have to do is lose initiative...
No problem. I almost went postal trying to figure this one out, and I'm still working on it.
Also, I would like to be able see what effects are currently active on a unit or tile (if they are not an enchantment, or even if they are, in tactical combat) and also have (a) GameModifier(s) which removes or otherwise affect enchantments and other spell effects, ie counterspells, dispells, disenchants, etc.
Not sure if any of these have been mentioned yet, but I post mainly to get this thread going again: Ability to use in Tactical layer. Also fix so if a unit stays in an affected tile, they are still affected by the intended effect(s) at the beginning of the next turn. EDIT: Actually Apply To Tile doesn't really work unless you want it to last forever (can't use it with Duration.) Ability to use
Tactical Mode Testing After a couple of days of trial-and-error testing, I have come to the conclusion that does not work in Tactical mode, hence why the spell Wall of Fire is commented out in the fire-tactical spell xml. Some have noted that there is a in the CoreTile TD_Groundfire which might help it work, but this GM does nothing (as far as I can tell) on either the Tactical or Strategic layers. Strateg
IMO, this is precisely where a stat like essence could come into play. Among other things, the ability to use magic items (at least their magical effects.)
[quote who="Murteas" reply="234" id="2883791"]Okay, I posted a beta version here: http://dl.dropbox.com/u/12727985/MG_Beta.zip I am still testing and will upload new versions there as they are available. Only sheltering hands in this version. edit: No matter what I try I can't get the lose turn to apply to the caster of the spell. And the modifier lose next turn does exactly that it causes the unit
Is there any way to set an offensive spell so it can also affect friendly units if they happen to be caught in the area of effect? I happen to think fireballs and earthquakes should also affect those hapless allies who don't fully realize the explosive powers of their magically inclined companions and wander too deep into enemy lines too quickly. EDIT: Specifically thinking about tactical spell right now, but insight on strategic spells works too. Thanks.<
I assume strategic spells are not supposed to stack?
This isn't specifically a modding question and I'm sure it's been asked before or is even in the manual, but can a spell be cast on a target that has already been the target of the same spell with the original spell still being active? If yes, what is the effect of this: Effects stack for their appropriate duration(s). Effect 'starts over' at the time of the casting. Effect continues when current i
Thanks. Potentially a lot of work, but I like the possibilities this opens up.
So, just to clarify: 1)Create UnitStat_LightningWeakness in example_coreunitstats.xml, set to 1. 2)Add GameModifier to each 'metal' item which adjusts UnitStat_LightningWeakness by 10%: Unit AdjustUnitStat UnitStat_LightningWeakness 10<
Sorry for the double post - internets are misbehaving today.
Does anyone know if it's possible to access ProductionRequirement -> Resource -> Metal within GameItemType in a spell or effects GameModifier? I'm trying to cause extra damage to units carry metal items with electricity based attacks, for instance.
Ah. That is handy indeed. Thanks for the help all.
Ah. That is handy indeed. Thanks for the help all.
So you can adjust the tactical movement cost without upsetting combat speed? What would the GameModifier be for that? EDIT: NM after re-reading I understand your point. Thanks for the insight.