Egal567

Egal567

Joined Member # 5062891
5 Posts 10 Replies 182 Reputation

[quote who="tjashen" reply="1" id="3386030"] The 2.2=3 thing can mean 3 moves, but when terrain modifiers and such come into play, the 2.2 is used, not 3.[/quote] I never noticed a reduction in the movement display depending on the underground at start of turn. But I didn't test how far the unit really could walk. I will make up for this in the next days. Engineers mod sounds good. Have to download it and take a closer look. </

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While testing a spell which should increase movement by +1 for every X air shards, I discoverd a strange behavior. a) 1 air shard. Unit has movement 2, increased by air shards/10 = 0.1. The display in the char screen shows the right decimal value of 0.1, but UnitStat_Moves shows 3. The movement of the unit in the world window shows 2 und indeed the unit can only move 2 sqaures. b) same with 2 air shards The display in the char screen show

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I solved it with an manually cast of an enchant unit spell. While testing the spell I discoverd that the game rounds up the values of calculations. 0 - 0.12 = 0 >0.13 = 1 Very strange.

4 Replies 3,001 Views

1) Unfortunately there is only a BattleAutocastSpell no StartOfTurnAutocast. I want to increase movement on the map for units of a specific race by 1 for every x AirShards. It is no problem to do it for all own units, but exclusively for some units need a final equation [UnitStat_xtraMove] * [UnitStat_raceflag]. It will work with an enchantment spell, but buffing every unit manually is far from the automatic solution I have in mind.

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Hi. 1) From my experience, I would say, that it is impossible to use calculations in abilities. Is this true? If not, what has to be used for 'ValueOwner'. 2) How do you completely supress the info-text from -sections? doesn't work. Many thanks in advance for your answers.

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Thank you for the answers. The solution giving the abilities via a spell could work, but brings new problems. 1) I don't know how to give an ability via spell. Could you post the syntax, or refer to a existing spell, please? 2) I do not believe that the AI could use this system in the right way. btw I tried to disable/hide a path but without success. None of the usual prereq modifiers work. Has anyone an idea how to do this?

4 Replies 3,062 Views

SOLVED 4) Have to use a per-turn-ressource with 0 . Many hours spend testing wrong ways because I did't include and forgot that in that case it has a default value of 1.

4 Replies 3,062 Views

Hi. I want to change abilities in the paths depending on the race like replacing 'Tinker-Ability' for Mancers with a better one, giving a bonus of +2. Therefor I need a way to enable the new ablity for Mancers only (easily done) and disable the normal Tinker-ability for Mancers (the problem). So I've tested a few ways to disable ablilities with . The results where strange. <span style="text-decoration:

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Thank you for the quick response. It is inside a building not a spell. And OnlyTrainedUnits should deny the bonus to champions. Your idea with 1 was good. I think it must be included. I changed it to your proposal, but without sucess. I tried making a spell too, in which I included 1 . But it worke

4 Replies 3,571 Views

Note for developers: It would be nice to have a tag techname in one of the coming patches. [e digicons]:grin:[/e] Back to topic. I created a ability for zero cration points named "IsRace_MyRace" that have to be selected by anyone, creating a faction based on myRace and given a text advise not to select it for other races. Not nice but a workaround.

4 Replies 3,564 Views

Thanks for the quick answer. When I use your method, this trait will be selectable for all factions not only for those based on my specific race. Like the way the trait "GreatHammers" work. I do not want people have to edit the RaceConfig.xml. It should work automaticly when using the race editor: Design a faction from myRace --> grants special weapons instead of the normal ones. What if I change the techtree and replace "Weaponry" with

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Is there a tag to exclude race like RestrictedRace Race_Type_myRace or any workaround to negate race restrictions? I want to exchange weapons unlocked by tech for a specific race only. It is no problem to give equip only to a specific race with use of <Prereq&

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