[quote] And what's wrong with one teleport spell, instead of two, for example? [/quote] Well I could be mistaken, but aren't they different effects... One teleports the caster and his army, the other teleports all unstationed units.... quite the different outcome in most cases. [quote] or the fire bolt vs, the death spell bolt [/quote] So are these... quite similar but some subtle diff
abob101
I think it's a fair point, and I actually quite like pool's ideas above... if the overflow bonus is rather small then sounds neat to me.
Not exactly sure what you mean. You can have a specific tech unlocked when you build a certain improvement though if that helps.
Ah cool, hadn't noticed that you'd updated that one, sweet. [e digicons]:thumbsup:[/e]
Understandable for peeps (particular those who are loyal fans who've stuck around since early WOM) to want/expect to get their hands on any beta as early as possible. But realistically it's also understandable that Stardock let select media types get their mitts on early version of releases (such as in this situation). Media = advertising = revenue = more investment into the game = good. Presumably beta not ready for hardcore fans who will give it a good t
Just bumping this back up in the hope of some feedback. Brad/Derek - I know you guys are flat out but would love some idea as to where things are likely to go re. mods.
[quote] Several small tweaks and support for the Hashaini race. [/quote] Err ok possible ignorant question.... but who/what is the Hashaini race...?
Try searching the forums.
Hi all, I've got a couple of ideas for strategic spells that you cast on an enemy city... where the effect would be you get X resources. For example a "Thieves Infiltration" spell that you cast on an enemy city that gives the casting faction +10 gildar per city level (of the enemy city). It could conceivably be maintained on an ongoing basis so the effect is per turn. I'm not sure if this is possible, can't think of a way. The modifier I
[quote] - can't debuff/dispell. Cure poison anyone? (MOM, AOW, FFH) [/quote] Several good suggestions from Nibelung44 but this one in particular would be great to have. Wouldn't have thoug
I believe that Kael said that both Prestige and Influence were going in LH. That's a real shame in my view because I think both of these are great concepts. :-(
I've added a new question (#4) to the original post.
[quote who="Frogboy" reply="12" id="3317430"]Did Diplomacy get any attention? AI-wise it is. Though, to be honest, I plan to back-port a lot of that to FE. I don't think people should have to "pay" for improved AI.[/quote] That's great! [e digicons]:thumbsup:[/e]
PBEM would be great to have.
OK so I think I got this to work using a revised calculation approach. Couldn't get it working the other way, some strange problem with the substraction part. I found if I avoided the [calc] - [calc2] stuff it works fine. So now i'm using this which seems right. It kills the caster outright unless they have the appropriate unitstat. Unit <Attribute&
Still working on it but something seems not quite working as expected. This test spell for example, should subtract 50% hit points unless caster level is 1 (or more) in which case they should take no damage. Calc2 seems to come out as zero though, because the caster always takes the 50% damage. Test Spell 98 +5 Fir
Hi all/Stardock. Hoping to get some brief feedback from Derek/Brad regarding modding and how this will be impacted by the upcoming expansion (which has some pretty good stuff by the looks but thats another thread). The main questions are: 1) Whats the general direction with modding with regard to the expansion? Can you confirm that we will have more or less the same modding capabilities that we have now? (i.e. mod folder setup will be much the same... u
Hi all, OK i'm stumped again :-( I want to have a spell effect that will be autocast on tactical battles, that kills the caster unless they have a particular unitstat. Here's the game modifier I am using from the spell effect: Unit CurHealth &
Good suggestion thanks, i'm using it (notepad++) for editing anyways so yep good suggestion cheers. [e digicons]:thumbsup:[/e]
Stupid windows search, dunno why that file didn't come up when I was searching. Thanks.
Oh wow, that works. [e digicons]:D[/e] [e digicons]:D[/e] Edit -> HF, thanks for the assistance, would never have gotten something like this to work without your help. I have a new appreciation for (background) unitstats, opens up quite a few sneaky tricks. You've done some really clever stuff with them. Bloody hell though, i've spent the last 3 hours trawling through the reliquary trying to under
I thought of that.... but i've been checking out the UnitStat_Reliquary_HatchedDragon and that doesn't seem to be defined anywhere? (still working on it)
(I think) I get what you mean now, but I can't seem to get the unitstat prereq's to work... I have this spell/ability: Awaken Demon Steed Awakens a Demon Steed. T_Confusion_Painting.png T_Confusion_Icon.png</Icon
Actually now that i'm trying to do it i'm starting to think that modifying weightcapcity like this won't work because these unitstat comparion this will only when when comparing values.... so like when attacking a unit. HF - reading your reply above though you mentioned unlocking a firebreath attack with a unitstat... can you alaborate on what you meant? Or is there an item in the Reliquary that does something similar that you could point me at as an example? <p
I dunno about hardcoding, seems like a bit of a short term fix (liek real short term), i'd rather see the xml support stuff done. Even it means waiting for the next expansion or whatever. Because won't hardcoding stuff essentially just make the AI *more* predictable, which is not really what is desired... it needs to be *smarter* to adapt to different situations.... eg. if the human player it hitting them with a single big stack, consolidate smaller stacks into their own