Gnilbert

Gnilbert

Joined Member # 637010
20 Posts 84 Replies 754 Reputation

I've added a custom resource in one my experiments: UnholyMana. I can get it in the game and show it in the resource bar (and collect it), but I can't seem to get it to pick up from a element. I've tried setting ValueOwner="Player" and a half dozen other things. Has anyone else had any luck with this one? EDIT: Clarification on what I'm trying to do In this specific case, I've added a new Reso

7 Replies 10,404 Views

[quote who="SoonerToucan" reply="9" id="2747416"]Gnilbert, played with your mod this evening, its quite a bit of fun. Are you planning on keeping it updated? [/quote] Thank you! As a matter of fact, I posted a new version this evening (v0.6). It doesn't have a ton of updates, but some of them were kinda important. I added a link to that thread in the original post. Gnilbert

15 Replies 14,117 Views

[quote who="Gravedancer" reply="3" id="2747300"] quoting post I've been banging my head up against a few odd barriers with some of the other things I'd really like to implement, or I'd have added a lot more. What are those barriers? [/quote] I've been obsessing over trying to get a sovereign talent that will let you have a specific Shard at your starting location. Unfortunately, at this point I'd pretty much just be guessing fu

20 Replies 15,225 Views

[quote who="hairrorist" reply="2" id="2747286"]What if the staves scaled with shards as well? It'd be another way to make shards, allegedly the source of real power, even more valuable, as well as make an actually useful but not overpowered range weapon. [/quote] Currently, each staff does +25% extra damage per shard you control (of the correct element, though the death one counts total shards). If it's not working, just let me know! :) Gnilbe

20 Replies 15,225 Views

[quote who="James009D" reply="8" id="2746261"]Hey there, nice tutorial. Do you have any idea how a calculate value could be applied to a history or trait. Take the merchant, for example, how could I apply this: Unit &

25 Replies 23,527 Views

There’s been a lot of debate around the issue of applying Attack and Defense between unit that are single troops vs. units that are composed of multiple troops. I’d like to take a fairly straightforward, mathematically sound approach to show what the equations “should” look like. I’m going to add two new stats I think are necessary to model the situation. In the next few sections, I'm basically just going to "show my work" for this equation: Ex

4 Replies 6,770 Views

When I first started playing, I knew something was missing in the magic system, but I couldn't put my finger on it. Finally, it hit me: There are no ongoing spell effects. All the visuals are fire-and-forget. I bashed my head against this one for a while this weekend - but I couldn't find an example of where they've done anything similar in the xml. Has anyone else seen this or just know how to make it happen? (Or worse, if it can't happen?) &nbs

2 Replies 2,560 Views

I feel your pain on this one too - I dug around for a good while trying to figure out what I could put in there to make it work. Unfortunately, it seems like the final Shard resources are something like ShardResourceType while the rest were just ResourceType. The naturalist talent's definition seems to expect the latter, making shard resources unreachable. If there's a way to do this that I missed, please PM me. I'd love to use this

4 Replies 3,806 Views

[quote who="Lyonsfl" reply="8" id="2744726"]Just what happens when you have 0 shards because 0 times * anything equals 0 thanks [/quote] Good point - when I said the "default" value was 1, I really meant, "By default, when you have 0 shards, the value of NumFireShards is actually 1." When you have 1 shard, it's 2, etc. That way, they can safely multiply by "NumXShards" even when you don't have any without zeroing everything out. It does make it a bit counterintuitive t

30 Replies 30,629 Views

No worries - as a random aside, if anyone wants some space to try out other "Calculate" examples, I'll be happy to give 'em a crack, and I bet others who've read this would like the practice as well! Gnilbert

25 Replies 23,527 Views

To really make you trust me, let me throw this out there: I don't know exactly what the code that's processing the Calculate elements is doing. As in, I don't know where it's storing its variables, if they're on the heap or the stack, etc. I am pretty confident about the inputs and outputs of the black box, though, so I'm going to try and keep this post at that level. If it sounds like I'm hand-waving some of the technical "why does i

25 Replies 23,527 Views

[quote who="lswallie" reply="18" id="2744199"]Question, Does the mod automatically alter the game or do I need to load it within the game? If so - where? Or do you download the mods within the folder in program files or in my games? I have two directories of the game [/quote] Here's what you do: First, in the Options screen, find the "Use Mods" option, and make sure it's checked. Close out of the game. On a 32 bit mac

23 Replies 27,860 Views

[quote who="Wintersong" reply="9" id="2741387"]Very nice ideas. I'd call them "a must have", especially the Special Training ones. [/quote] The secret is in CoreUnitStats.xml. The passive abilities I note are simply attributes that all units have that appear to be marked "don't show the value to the user." I'm honestly not sure why, since they include cool things like: - Chance to avoid defense - Chance for double damage - Health/Mana regen in and out of combat<br

23 Replies 27,860 Views

DISCLAIMER: I am not a developer for SD. I don't really know exactly how they're processing the calculation elements. I'm inferring this behavior from numerous experiments with settings, variable names, and spell definitions. It's entirely possible that my "why" is a little off on a few technical details. But the fix works. There are two critical things you need to know to see how the bug happened: <span style="font-size: sma

30 Replies 30,629 Views

PREFACE: I'm not yet ready to gather all the files and share them, since I'm expecting there's going to be a few big overhauls in the next week or two that will pretty much render my mods obsolete, but I wanted to describe them briefly, since I'm hoping some of those overhauls may incorporate the changes I made. I'd like to note that, much like the "Breath of Fire" spell I wrote a tutorial on <a title="Creating a Fire Breath spell" href="https://forums.elementalgame.com

23 Replies 27,860 Views