Bug: Crushing blow does next to no damage, in most cases way less than a default attack, maximum i got so far was 3 damage. I suspect an incorrect formula. Bug/Feature: Special moves do not consider Swarm Bonus and thus are commonly less effective than regular attacks. Maybe a tag could be added to allow a special attack to use swarming? Suggestion: AI should do a full check of usable abilities after moving, i.e. can i use crushing blow after moving up to this unit, did i move
BeelzebossErik
The main idea was to have certain monster lairs spawn resources for unique improvements. Since there were many different ones and a lot of them rare the tree would become quite cluttered, especially around techs that already have lots of things. It would also mimic the exact functionality items already have, improving consistency.
Is there a toggle now that determines if a summon dissapears on caster death?
A very common bug i get is that the last unit in an enemy army survives reduced to 1 member which necessitates a refight. It commonly occurs when dealing damage to en enemy that the unit dies but the health bar does not got to zero.
I'd love to be able to use for hiding an improvement in the technology tree. This works for items already (see the armor sets), so i guess it would be easy to implement.
I didn't because i accidentally came across that spell while modding [e digicons]:-"[/e]
I found that you can take down some of the big dragons easily even with mediocre troops, it just needs some luck to not have most of your army feared. Also space your units out so the dragon can not kill half your army with a single flame breath. Again worst case is always everyone gets feared and then one shot with flame breath because they started in a cluster, this however can happen with all levels of troops so your army power rating doesn't really matter that much.
example 1: In the general tree there is this weird effect where 3 skills fit on the left part(x=0,1,2) and then the spellbooks on the right part(x=3+) however sometimes the spellbooks get pushed one space to the right producing a gap between 2 and 3: [IMG]http://i58.tinypic.com/wme0pu.png[/IMG] example 2: In the path screen x=0 is the left border only in the first row, every row from then on starts with a gap to the border! [IMG]http://i57.tinypic.com/w9
I would have guessed that half the means half as often spawned but in practice the behavior just seems completely odd. Can anyone give me some clarity on how i can accurately control how often something is spawned?
[quote who="Dhuran" reply="10" id="3469019"] - Spells that transform (replace) the caster. Like polymorph spells, or a spell that if the target dies while it's in effect, he reanimates as undead. - Spells with conditional resource costs. - We have 'appliesonmelee'... Where is 'appliesonranged' and 'appliesonspell/ability'? [/quote] Yes please! Also maybe that is calculated like &l
Maybe make it so that cities that don't have enough food for their population gain increased unrest? Always found it kind of odd that if all the farms get destroyed nobody seems to care that they starve. Maybe also make monsters/lairs near cities increase unrest. Might be complicated though. Hmm and unrest could reduce city growth (if it doesn't already, never checked).
Maybe an option to toggle wether tags are counted as AND or OR? Currently most things use AND for everything, Abilities use OR for all entries of the same type and AND between different types. This could use some cleanup. Also a NOT tag for Prereqs would be useful. Example uses: A skill that has two other skills as a prerequisite or an improvement that requires one of two techs. </p
Ai seems completely unaware that it can move and then use an ability. Common example a Bandit moves and afterwards is in range for a Throwing Knife but just ends turn there. On their next turn they use the Ability effectively wasting a turn. This could use a fix, increasing the difficulty of combats basically for free.
For example if you have a heal spell which can target any ally (with the heal being the primary effect) and a secondary effect with 1 the following happens: Cast on Ally that is not oneself: target gets the primary effect, caster gets the ApplytoCaster secondary as on would expect. Self cast: ONLY the ApplyToCaster effect is applied, the primary effect is skipped. &n
To Reproduce: Have an AI attack a city of yours twice in a single turn, have city militias survive the first fight. This doesn't work if you do this to the AI, seemingly city defenders work differently for the AI.
Upgrading is already extremely expensive compared to production time so that oftentimes its much better to dismiss the old ones(or station them somewhere for defense) and simply train new ones with better equipment, perks and fortress boni. I remember seeing the cost for upgrading a 5 man stack of dudes to plate armor costing thousands of gold, while i could train identical guys in 3 seasons.
Only when playing Empire, killing people for their magic powers sounds like a thing they would do. On Kingdoms i prefer to make the all Commanders so they can produce money to pay for their own army.
As in there are tags to determine the exact resources you need to buy something. Would work pretty much the same as the costs for equipping a unit with it only with gold instead of production (think of it as being rushed). Example: To buy a horse you need a horse, if you don't have single horse in your empire no matter how much gold you have, your hero shouldn't be able to buy a horse. Added advantage: Buy and sale value are now in different tags, allowing modders extra contro
So I'm still building militias(about turn 50), just founded a third town and suddenly make contact with Yithril whose first diplomatic action is to declare war instantly(about 60 strength rating to my 20) and pop a stack of those guys right into my territory. [IMG]http://i40.tinypic.com/1zeilc3.jpg[/IMG] They have: +25% vs Wounded (twice) +3 Defense (twice) +15 dodge +3 health + 5 dmg vs champions +2 health regeneration
How about a modders version which shows modding tips/pitfalls /stuff that can be done?
When creating an item with a BattleAutoCastSpell modifier the resulting spell is cast twice on trained units or at least shows twice and has twice the effect.
This tag doesn't seem to work correctly. It always destroys the lair instantly and not once the guardians are defeated. Consider for example the Bone Ogre lair which has additonal spawns of young ogres from time to time, did you ever see that happen? I didn't and thats because the Lair is instantly destroyed and replaced by the resource which of course doesn't spawn anything anymore.
for the lair: [code="xml"] Mystic Pond The calm waters of this pool are filled with magic which of course brings about water elementals. 5000 1 <LikelihoodOfTreasureDropWhenAu
I have the following problem: I made a custom monster lair with a custom tile design thats supposed to work similar to ogre lair(spawn a resource on destruction). However both the monster lair and the resource it spawns are invisible and unselectable most of the time(the monsters show up). The lair/resource is not selectable but gets a red "!" over it when it becomes part of my territory. I can't build on it (since i can't select it) but the tile design works on an improvement. <
Would be extremely fair if the AI would have to play by the same rules the player has to, it even could have gotten it fairly by just moving nearby. Also i have the feeling the AI always gets the heroes the very last turn before i can and not sure if it pays for them either as i never could afford as many heroes as the AI. And no I'm not gonna take the easy way and simply switch to LH... [IMG]http://i34.tinypic.com/2d2dfo1.jpg[/IMG]</p