Well that race editor was not helpful at all, I eventually got it to work. But I found that in the faction creator, it assigned my new racial buff before I had even half of the units done. It seems to be linked to either the generic sovereign or generic units.
exelsis
In trying to create a completely new fation, with its own race, I cannot figure out how to attatch the new racial 'blood' type to it. I've tried almost everything I can think of. The only thing left is to make custom unittypes, which I have not done, I just use the wraith ones. So where is the race ability tied into the race type?
No, the radius tag is not ignored. I tried this out myself, and it is working properly. But a radius of 3 allows the resource to be placed outside of initial sight range of your sovereign.
Yes. Exactly like blood curse, actually. Problem solved, thanks.
The 'population' value, when assessed by a calculation, actually returns the growth value of the city. What is going on here, and is there a way that I can ascertain the population of a city?
I also have a lot of problems with this. Just starting research on something like 'drills' and the AI sends a message gloating about how it just finished researching refined diplomacy or some crap like that. I play modded huge maps, on a modded epically epic game pace. With 8-10 AI trading that 10% amongst eachother, they should reasonable have around 200% of normal tech rate. But they end up having 5, 10, or even crazy 25x as much tech as is sensible. I think th
This has been my experience with the map editor as well. I've found no solution except to cut the wildlands out of the xml file. It makes the map editor rather unusable.
You can increase the numbers of militia units in the coreimprovement.xml, in the improvements folder. They are added in the cityhub_X improvements, which is the city tile. However, militia are extremely weak, and you would get a lot more value if you made the militia stronger, or made them scale with your tech, like the militia armor mod does.
Yeah, that fixed it once I put everything in the right place. Now I just have to make it not completely overpowered.
I tinkered around more, and cannot make one bit of sense of this effect. I've tried heal, debuff, buff, other types, and self, enemy, and friendly targets, and now all it does is instantly heal every target to full health, even though it would be mathmatically impossible for them to heal more than 1 health per hit. [code="xml"] Tactical  
Well, I succeeded in making my sovereign unkillable, as the effect procs when my units are hit, rather than when they hit enemies. I used the shrink mace as an outline, and made a level scaling self buff. I don't know what I'm doing wrong at this point.
I found a logic statement. IsTargetWorthy &
Well, if there is a spell on hit modifier, I can do it. I can easily make a new spell for it to proc, and I could even make it scale off of attack, if spells can do that, or just off level if they can't. Thank you for the help, this is precisely what I needed to know.
Is it possible to change the wraith heal on kill, from either squad kill to individual unit kill, or to completely change it to health from a fraction of the damage dealt? The current method just feels awful to see a champion hit a full group of footmen for 99% of their health, and not heal. The same applies to the mana gain, which, in addition to feeling awful, is a complete waste of a unit slot.
Damn it all. Having no logic statements sucks.
What if I could create a new shard type, dump the excess mana into it, check if positive or negative, then subtract its value from the mana pool or drop it?
Really? No way to check a value at all?
I'm trying to create a variable mana capacity system, and so far have this rough code: &nbs