abob101

abob101

Joined Member # 4285510
83 Posts 1,017 Replies 24,444 Reputation

Really want to have a mana maintenance for Summons... +1 for each seems too steep though when you have 6 or 7 shrill squads running around.. Not being able to set a decimal value is a bugger. Thing I have pretty much everything else working. Let me know if anyone has any ideas :-(

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Guys something i'm trying to get working at the moment is a reduction in mana maintenance based on an ability. That in itself is not difficult, the problem is i'm trying to use fractions / decimals. ie. most summon spells cost 1 mana maintenance by default. Champion takes the "Channeling" ability, it should provide 50% mana maintenance reduction. The way i'm trying to do this is by giving back half the mana maintenance via resource production.

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Hmm hangon it's not "shared" though. This is what I have out of interest.. Summons A measure of the number and strength of summoned creatures your faction can sustain in the material world. JB_Summons 0,0,0 Spellbook_Icon.

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Yeah my summons capacity resource is global and non storable also, however I intentionally have set.... 1 So that it appears at the top of screen. Reason being that it is a shared/global resource across the whole faction... and like mana, you really need to easily be able to see how much you have at any point in time.

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Nice one, that works a treat! [e digicons]:thumbsup:[/e] Only minor bummer being that when you hover over the resource at the top of screen it shows the bonus to the Summons Capacity is coming from the city name rather than "units".... presumably because of the way the way the A_Additive thing works. Not a huge drama though... that's pretty cool and will run with that for now, as I think it seems best to have the limit on units that one can summon

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OK first minor issue. Have got all the other mechanics working other than this... Was hoping to have abilities in the Path of the Summoner that generate +X Summons Power per level like this: Unit_Level Summon Capacity I</DisplayNam

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[quote who="abob101" reply="15" id="3353561"]Guys does anyone know if there is any way to have a summoning spell summon a party/group or whatever instead of a single unit..... without changing the unit definition?[/quote] OK I think I have a sneaky workaround for this. I've done some preliminary testing and knocked up a rough prototype, pretty sure this is do-able. So at this stage i'm going to push on with it, the plan is to introduce a Path of the Summone

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Woa, that's a crapload of pioneers! [e digicons]:O[/e] Good post. If the AI is actually paying for those pioneers (and I have no reason to believe that are not), then it really needs fixing because they're crippling themselves by doing that surely.

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The icon for the shard harvesting tech, or for the shard alters (the little boxes under the tech) ? Last time I checked the shard alter icons under the tech didn't show if you happen to be playing Resoln (or any faction with the Cult Hundred Eyes).

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Hangon just realised I reference a couple of images that I didn't include. Ack. I'll fix it up and edit the post. Edit: OK fixed it up (I think) and updated the above post.

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If you would like to have the Order of Asok and the Merceneries units have zero wage (as mentioned by parrott) which is how I think they should be.... I have it in my personal mod... I've just thrown together what I think are the correct files and zipped them here: https://dl.dropboxusercontent.com/u/100348448/NoWageMercs.zip If you want to try it, just unzip this. Copy the contents of

9 Replies 5,835 Views

Guys does anyone know if there is any way to have a summoning spell summon a party/group or whatever instead of a single unit..... without changing the unit definition? So for example... create spell that summons a Party of Shadow Wargs, without touching the UnitType definition for the Shadow Warg. I know it's possible to do the skeleton hoard thing and summon multiple in different tiles... but I also wouldn't mind having spells that summon a group (once you have the "

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[quote who="GFireflyE" reply="12" id="3353291"]In order for this approach not to be completely abusive, I highly recommend that any unit summoned on the stategic map have a casting time and a mana upkeep. Thereby, any of these units can be cast in tactical for a balanced casting time, cost no upkeep, and automatically unsummon at combat's end.[/quote] I tend to agree that casting times for strategic might be a good idea. What would be neat would be (late tree) abi

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Just been testing, and as far as I can tell, the TotalPopulation trigger isn't firing for the AI in LH either. Dang it! [e digicons]:annoyed:[/e]

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I could be wrong but seems that the TotalPopulation quest is a bit bugged in LH. I can get a quest to fire using it but then when you get the treasure GiveUnit treasure doesn't seem to work. If I use the TurnNumber it works fine. I guess possibly it was the same in FE. Shame the turn number trigger doesn't fire for the AI.

8 Replies 6,057 Views

Hmmm, wow.. thats amazing thanks. However.... not sure it works anymore. It displays the required minimum unitstat in the spellbook, and doesn't stop the spell display (awesome). But unfortunately it doesn't seem to prevent casting the spell :-( Bummer. Kinda suprising that it doesn't work now.... guess it must have been removed from the code somewhere alone the line. Thanks for the input. Might try it out with a global resource and

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I'm weighing up whether going for a global resource might be a better option. So having Dominion as a global resource, probably make it not stored so it would work in the same way as the unitstat but shared across all champions. There are some advantages: - the dominion cost and maintenance of summon spells would be displayed in the spellbook (it's not for unitstats) - it wouldn't hide spells in the spellbook if you don't have enough dominion to c

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I've actually just spent the last hour doing some tests with the unitstat, exactly the way you just described. I found most of it worked really well.... when you add the unitstat and cast a few summons, you can open the characters Unit Details hover over their "Dominion" and it lists all the summons you have on the go... all the +1 and -1 modifiers etc. That's actually really great. And like you said opens up options for abiltiies and items to enhance it. W

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[quote who="Heavenfall" reply="4" id="3353089"] that made it so we couldn't drain a unitstat due to the limited nature of randomization. [/quote] ok yep can see that would have been a problem if you wanted random stuff. How far did you get with modelling the use of "Dominion".... did you get as far as crunching some numbers on the design? So you were thinking of having an upfront Dominion cost to cast the summons, then a (lesser) ongoing

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