Yes i would pull the right dodge value, but how do i change the casters damage without ApplyToCaster? :/
sargittar
It is pullable however i wanted to pull it from the target im shooting at and it seem that [code="xml"] ApplyToCaster > 1 ApplyToCaster > [/code] changes the TargetUnit tag to my shooter basically I'm pulling the
I tried using [Unit_GetUnitStat_Dodge] and unfortunately it always returned 0, it does not seem to work at all. I couldn't find any instance of it within the CoreSpells.xml as well. However putting [code="xml"] Unit AdjustUnitStat UnitStat_Moves<
Thanks for another quick response. It still seems to be hard coded, I guess I was just wishing for some ingenious work around that I hadn't thought of. Oh well going to salvage the Surcoat type now since there is no "real" equipment for it anyways.
I was trying to change the BowAttack_ a bid trying to balance it a bid more in favor of trained Archers vs spammed cheap units so what i wanted to do is scale the damage an arrow does on how "precise" he is shot at the targe. Using the Archers Accuracy and the targets Dodge. so I inserted a GameModifier which looks like this [code="xml"] Unit <Att
I just tried it , yes it is. However the pier has a size of 1x1 so you need at least one more building that can be placed on a river to build anything on the other side
While not a true front end the Excel edit might help if you don't want to mess around with the xml too much https://forums.elementalgame.com/434562
You are already a living and breathing F1 key Heavenfall don't worry
I know this is a vain hope and they are probably hardcoded but i have to ask anyways. Is there a way to add new Item Typs like surcoat torso etc? I don't care much about any attachment points on the skeletons just about the mechanics to place only one of every kind in the unit design mode so I could start implementing things like belts gloves (which are not the same as braces) quivers for arrows etc
try adding an Quest map style item the operating code on it is Map CreateQuestNearTile 1 x <--- Spawnrating of the quests this map can spawn<br
The upgrading works with a special block for the shield it would look like this Defense MaximizeSum UnitStat_Defense_Blunt UnitS
Trying to mod this game actually feels kind of adventures for me, you can virtually see the cob webs on some functions and the skeletons of features that once were. This feels more like archeology than programming to me but luckily I have the time for some exploring at the moment. (reaches his fedora and grabs the bullwhip)
Ok I'm just shooting out an idea here since no one else has serenaded so far. I do not have much experience with the tag but the extra damage might work with a on meleespell that sets the passed tp the defensible damage tag as unit damage + bonus * target_unit_is_mounted as well you might get lucky by introducing a unit stat cavalry_counter and then on defend use a prereq on the calculated value of Unit_cavalry_counter * target_is_
I see the biggest problem in publishing the little mods sofar no one wants to go to the trouble of downloading copy and paste and all for a goodie hut he might never see, if we ever get an in game mod bazaar like civ v or warcraft 3 they will spring up everywhere the only reason i even see for warcraft being so popular and successful is because it was a modders paradise which eased newbies ( like me) into it with flashy and colorful buttons. If you have the mindset to scroll through the
It was more a proof of concept i wanted to build, I'm still mapping out the possibilities within the xml before i decide on any real modding im going to do this post is mostly a result at my astonishment that UnlockUnitAbility and BattleAutoCastSpell are both horribly broken for items, even with items that are trying to use them lingering around in the CoreItems xml. I would have tried to fix it by simply halving the bonus and then let them ad as far as i have seen they use fl
hm i have been toying around with it but to no luck it seems the game builds up the clothmap figure from the hbk's there are even hbk's for the sockets i mentioned in a gfx sub folder called Stands. I haven't tried to get rid of the immobilize sofar since this is already just a dirty work around which I guess will turn out as a rather dead end on the road to decently defended outposts
I want to make a weapon that scales with the shards in the players possession in the most crude way of adding 1 fire damage for every fire shard the straight forward idea of putting a into the weapon didn't work because i couldn't find a tag to get the unit owner but since even the devs had to build a work around for Pariden. I thought i might just copy that. Turns out it seem not possible to add an ability to a unit through a non consumable item, at
In my experience the pioneer only measures the distance from the next city hub to calculate if he can build a city or not, however once you try building improvemnts they will not be place able, at least that's how it went for me :(
I just happen to stumble upon this, after i had already given up searching for it. Inside the the xml for costum factions i found a line 4.0000 This is the number of Trais this Race has to design its units i can be added to the standart races in the CoreRaceConfigs.xml to change those as well the standart is 4 ( 1 Blood 3 Free) Just in case anyone wants to have more possible traits in their mods.
Saidly CityDefenseSummon seems to only work in cities, oddly enough the out post does not add those units to the city however, they seem to be lost.
Every unit model in the cloth map stands on a little pedestal. Square for normal units round for champions and an eightsided star for the Sovereign. The idea with immobilze sounds good, however i have no idea how to do that? Where are the attributes referenced? The Unit attribute call was as low in the chain as i could get. I coudn't even find the icon in the Gfx folder, could you give me some pointers as to where to look? :)
CoreUnits.xml starting with Unit_CityArcher_Altarian_Party and ending with Unit_CityDefender_Wraith_Squad depending on the races make sure that is not included in any . I ran into that problem earlier today :D
I tried scaling and es it does get rid of the model, however it keeps the socket that units stand on as well as the immobilize icon intact and at 100% size
Ok a little update on the matter.I tried Frabulon 's mod and what ever he did back then doesn't seem to work anymore :( Either something is a true city hub, outpost or improvment build by the city ( i haven't look too much into the latter since i was unable to place them with spells sofar). However it is possible to have different kinds of outposts, and all of them