abob101

abob101

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

Interesting idea. Never thought of putting something at the unitstat (champion) level. Would about tactical summons... where you going to require dominion for a tactical summons?

52 Replies 201,568 Views

Hi guys, I've been thinking about trying to mod in some additional summon stuff, specifically stackable summons. Curious to see how it would play out Thing is, I can't quite come up with a way to have it balance. Hoping for some discussion from the clever people here. The basic thing I'm shooting for is to have 1 *stackable* summon spell for each element. So lets say for Earth, you get: Earth 1 - Summon Earth Shrill (10 mana) <p

52 Replies 201,568 Views

Just wondering, does anyone know if the AI is given the random event type quests? Examples would be Bacco the Begger, Night of Haunted Dreams, Allies... that sort of stuff. Does the AI get the opportunity to somehow play through them? Do they even trigger for the AI? Thanks.

8 Replies 6,057 Views

[quote who="Kamamura_CZ" reply="3" id="3352553"]1) How comes such a spell can deprive you of your capital??? Capital cities are most often immune to loyalty flipping like this in similar games[/quote] The spell would be Broken Loyalties. It converts a whole city, costs 1000 gold to cast.

11 Replies 10,015 Views

@parrot - yeah forgot that, I found level prereqs worked in that they stop you selecting the ability... but I found you can't just have an ability that only shows if you have a faction trait. You can toggle abilities to display on/off with allegiance (like the summon lightbringer, and the necromancy spell abilities)... but you can't do the same thing with a faction trait. An yeah buggered if I can get a Path to hide based on a prereq.

37 Replies 26,388 Views

I think it must to do with the way the Path screen is coded.... because they have that new ability type "Unit_Level_Path". I would guess that the way that choose path popup works is... it just grabs all the abilities that have that type set... and doesn't bother checking for anything else (prereqs), You'd think it would be relatively easy to tweak it so that as the system builds the list of path abilities, runs the "standard" ability prereq checks on them. Same as unit l

37 Replies 26,388 Views

[quote] city militia units will only fight once: attack with one sacrificial unit, then attack with a second stack and all the city defenders won't be there [/quote] [quote] City Razing is imbalanced. Should NOT be instant razing. A raze should take duration equal to city level. [/quote] [quote] <

107 Replies 259,853 Views

There is a GameModifier for that: Resource FireMana 1 1 +1 Fire Power This works on Improvements, just not sure if it would work as an ability. I would guess it probably does. So most likely that would

3 Replies 5,607 Views

Yeah did a heap of testing and I think you're right. Seems to be a bit of a black box that one. Bit of a bummer, would have been nice to be able to specify some particular animations.

2 Replies 3,101 Views

I think that generally anyone can equip accessories, pretty sure they don't have a model type restriction. [quote who="DsRaider" reply="7" id="3351684"]AncientsFemale This might be the problem. Have you manually added this new modeltype to all the armor and weapons? If not I suggest skipping it and using an existing model type, as adding it to every single item art file takes a ton of work.[/quote] Yeah I would have thou

12 Replies 10,950 Views

Hi guys, Some spells have this tag: 29 Does anyone know how to work out what the 29 (in this example) refers to? I get that it specifies a particular animation (for example 29 is the one used for Gamblers Strike ability/spell)... but any idea where to find out what this 29 refers to? I would like to use some specific animations for some new spelldef's... I can find the name of the animation I want

2 Replies 3,101 Views

Well spell damage, yes I believe that's what the Evoker abilities do have a look at them. Mana cost for tactical spells.. yes... look at Ironeer blood and the Path of the Mage for examples. Not sure about Strategic spells, probably no. Mana per turn, not easily as far as I know. Per Shard effects, you'd have to elaborate on what you mean.. or what you'd like to do.

3 Replies 5,607 Views

Mmm thats a bit of an issue. Probably should be that those profession abilities don't count or are deleted for any Sov's that join you through surrender. Even looking at Scholar which is now a profession. Does it make sense that you get +20% research when you conquer a faction and their beaten up Sov decides to reluctantly join you.... probably not.

13 Replies 58,294 Views

[quote who="GFireflyE" reply="3" id="3350064"]How would we be able to build our own champions if we cannot mod existing ones?[/quote] Do you mean champion paths? You can mod existing paths, at least to an extent. You can create a completely new path. You just can't (currently) block a path, or restrict it to a specific faction/race. And you also can't have an ability that is only available if you have a particular faction trait. For exampl

37 Replies 26,388 Views

[quote who="OliverFA_306" reply="2" id="3350043"]Where you successful in removing paths?[/quote] Nope, haven't been able to remove them :-( Really really want prereqs working for them, so that we can say create an alternate version of a Path unique to a faction. It was possible in FE but not (yet) in LH. @Frogboy/Kael - can you please consider taking a look at this for us at some point.

37 Replies 26,388 Views