Frogboy, Would this have anything to do with the mis-spelling of Likelihood as Liklihood in the EXE. Same issue exists in the item and weapon xmls and causes those items to not spawn when lairs are cleaned out.
Capn Darwin
This may be a bug in the EXE file but I saw it while looking for tags. EnemyTroop..EnemyLeader. LiklihoodOfPursuit..LiklihoodOfEscape...Liklihood ...StatEffect...... We know this is meeded up in the items and weapons. If this is messed up with respect to internal code it might explain odd map movement sof the AI or something else. Also possible that Likli is Robin's cousin in Sherwood. [e digicons]:grin:[/e]
I'm going to place this thread here in hopes one of the Devs will see it or one of you fine Modders of note can pass it along. Having done a number of spells in EWOM and now messing with FE I can see a number of items I think we need or need adjusted to really make the magic system come alive in the game either through the Devs or the Mod community. I'm not going to debate manna pools or rates but actual code/mechanics to take this and crank it up a level. So here I go. 1. <st
Good stuff as always! [e digicons]:beer:[/e]
Poking around tonight trying to get the fire ball to do decreasing damage in the outer ring and ran across a few intersting modifiers. One that helped the fireball was a gamemodifier tag called ApplyToSpellRadiusCenterOnly. When set to 1 it allows the code in the gamemodfier tag to only apply against the center square. Aslo in the code was the already known vsLower and vsHigher. Here is a listing of the others: 1. BoolVal1 - ?? 2. BoolVal2 - ?? 3. CityUpgrade 4
Like spell effects/traits, I want to tackle hitpoint next. I want units to have one body value, based on type of creature/race/etc. Have some traits that allow for a point or two of adding per pickup. If the body values are better matched to the weapons then it is easier to balance spells, weapons and armour. Right now it is a one shot fest in most cases. If the races are starting around 50, and everything else is scaled up/down on size. This will work better with mass effect spells too. I
I had one like James and spent 5 turns running around trying to find good land. [e digicons]:annoyed:[/e]
Good to know. Thanks.
HF, Thanks. There are a number of "would be nice to have" in this system I fear.
HF, Wow, new question. Is the game code smart enought to cull the Ultrarares from the item pool and then just roll the dice against them to pick one? Have you tested this out yet?
Question. Is the Operator tag capable of being a > or EDIT: Looking closer I'm not seeing this as possible.
I'm confused. Is the multiplier being subtracted each time from 1 to get 1 + .75 + .5 +.25? If it is a multiplier agains the reduced value would it not be 1 + .75 + .5625 + .421875 ...etc for a total closer to 2.75? Maybe to much engineering on the brain after a long work day. Beyond that I love the fix. I was going to look at only allowing a followup strike if the target was knocked prone and boosting the reductions. Great work.
Eviliron, wow missed that. [e digicons]:blush:[/e] A thousand pardons. Not enough sleep and too many home issues in the past few days. Really kills the awareness.
Heavenfall, Thanks. Call it brain damage from the week here at my home with things. Level works. I did use the tag for changes to the traits. I also have localdataonly active. Biggest pain in the arse is win7 Pro likes to "help" by placing modded files in the virtual storage folder unless you own the folder. Took me a minute to remember that from the EWOM beta. One interesting thing I've seen after two quick game starts is the AI players getting killed off by the local creatures.
Ron, Core mod changes. Got a very spiff axe from clearing out a monster site. I did end up with two of those blinding cloaks. Need to look at the numbers to see how rare it is.
I've started rolling through the files and working to get the magic system overhauled. I've scaled back the Evoker to 20% per and activates as a possible trait very 4 levels instead of all of them at levle 3. Also change Path of mage to 20% so at best you can double the damage of a spell once you hit 20th level. I'm going to work on some of the other magic related traits and also see about getting some spells dumped in as I can over the next few weeks. I'm looking to stike a g
I updated all my item and weapon files to fix this typo. I'm now getting weapons as drops. Nice find.
I've had this happin once as well. Was it your first city? Mine was also clear of encounters. Reloaded game and it went through fine without the city going away. It's an odd bug.
Limiting and capping are the equal to throwing sandbags at rising waters instead of fixting the hole in the dam. Right now it is just silly that a 8 point flame dart hits now for 95 points with a few shards and Evoker 3. If each evoker was only a 20% boost to the orignal value, not the shard tanked up value, then we are only talking a max of 16 points of damage at Evoker 5. The math needs to be looked at too. I think the 50% is not even close per skill right now. Next, dump the cost reducers.
The magic system needs work. I've posted on this topic both here and back in the EWOM forums. Magic as it stands is limited and a caster Sov is pretty much a waste of time to try to make. There are a few things that can be done to solve this in FE. 1. More mana at start and a much higher regen rate. A cap based on caster level would be nice, but with a global pool not possible. 2. Rebalance cost and cast time of spells to make them equal to weapon attacks. This is we
I'll second this as a bug. I had my capital city in a game suddenly vanish off the map taking all of its units with it. This appears to be a very random event and I've seen it only happen in 1 of a dozen of so games. I loaded an autosave and the game went on without issue or loss of the city. No dump either. Sorry. I believe this was in 076.
Steven, I'm hoping we can get some more ideas generated and get them into the hands of the Devs to get into the game. It would also be great to get some better documentation of the various tags and attributes and procedures.
All players start with 150 gilder. The wealthy trait adds in 100 more at start for 250 total. The text for the trait is in error and should say 250.
I'm going to place this thread here in hopes one of the Devs will see it or one of you fine Modders of note can pass it along. Having done a number of spells in EWOM and now messing with FE I can see a number of items I think we need or need adjusted to really make the magic system come alive in the game either through the Devs or the Mod community. I'm not going to debate manna pools or rates but actual code/mechanics to take this and crank it up a level. So here I go. 1. <st
Nice writeup. I've been reading through a number of the xmls as well and I like that better organization of the files this go around. There are a few things I hope they fix before release. 1. Having integrated piercing damage the goes up by level on creatures. If this was their only attack like claws or teeth awesome. Problem is it is stacking with the weapon (and weapon effects) to lead to massive overkill attack values. The Bone Ogre is one. The Maul + strength bonus (strength i