Great work Satrhan. Maybe studies can start out as a Sage's tent or something, with robed figures hanging around talking.
mqpiffle
No way to set CombatSpeed to zero, 1 is the minimum for this stat. There is no good GameModifier to pull off tactical hold / root type spells right now. All you have to do is lose initiative...
No problem. I almost went postal trying to figure this one out, and I'm still working on it.
Also, I would like to be able see what effects are currently active on a unit or tile (if they are not an enchantment, or even if they are, in tactical combat) and also have (a) GameModifier(s) which removes or otherwise affect enchantments and other spell effects, ie counterspells, dispells, disenchants, etc.
Not sure if any of these have been mentioned yet, but I post mainly to get this thread going again: Ability to use in Tactical layer. Also fix so if a unit stays in an affected tile, they are still affected by the intended effect(s) at the beginning of the next turn. EDIT: Actually Apply To Tile doesn't really work unless you want it to last forever (can't use it with Duration.) Ability to use
Tactical Mode Testing After a couple of days of trial-and-error testing, I have come to the conclusion that does not work in Tactical mode, hence why the spell Wall of Fire is commented out in the fire-tactical spell xml. Some have noted that there is a in the CoreTile TD_Groundfire which might help it work, but this GM does nothing (as far as I can tell) on either the Tactical or Strategic layers. Strateg
IMO, this is precisely where a stat like essence could come into play. Among other things, the ability to use magic items (at least their magical effects.)
[quote who="Murteas" reply="234" id="2883791"]Okay, I posted a beta version here: http://dl.dropbox.com/u/12727985/MG_Beta.zip I am still testing and will upload new versions there as they are available. Only sheltering hands in this version. edit: No matter what I try I can't get the lose turn to apply to the caster of the spell. And the modifier lose next turn does exactly that it causes the unit
Is there any way to set an offensive spell so it can also affect friendly units if they happen to be caught in the area of effect? I happen to think fireballs and earthquakes should also affect those hapless allies who don't fully realize the explosive powers of their magically inclined companions and wander too deep into enemy lines too quickly. EDIT: Specifically thinking about tactical spell right now, but insight on strategic spells works too. Thanks.<
I assume strategic spells are not supposed to stack?
This isn't specifically a modding question and I'm sure it's been asked before or is even in the manual, but can a spell be cast on a target that has already been the target of the same spell with the original spell still being active? If yes, what is the effect of this: Effects stack for their appropriate duration(s). Effect 'starts over' at the time of the casting. Effect continues when current i
Thanks. Potentially a lot of work, but I like the possibilities this opens up.
So, just to clarify: 1)Create UnitStat_LightningWeakness in example_coreunitstats.xml, set to 1. 2)Add GameModifier to each 'metal' item which adjusts UnitStat_LightningWeakness by 10%: Unit AdjustUnitStat UnitStat_LightningWeakness 10<
Sorry for the double post - internets are misbehaving today.
Does anyone know if it's possible to access ProductionRequirement -> Resource -> Metal within GameItemType in a spell or effects GameModifier? I'm trying to cause extra damage to units carry metal items with electricity based attacks, for instance.
Ah. That is handy indeed. Thanks for the help all.
Ah. That is handy indeed. Thanks for the help all.
So you can adjust the tactical movement cost without upsetting combat speed? What would the GameModifier be for that? EDIT: NM after re-reading I understand your point. Thanks for the insight.
Does anyone know of a way to hold / root a unit (with a spell or effect,) without them losing their turn completely so they could still attack or cast a spell, with the XML? As far as I can tell minimum combat speed = 1. I know about ChanceToLoseNextTurn; it's not what I'm looking for. Thanks.
I'd like to see in XML: Any 'thing(s)' should be able to be a prereq to any other 'thing(s)'. By 'thing(s)' I mean spells, items, buildings, techs, resources, skills, quests, NPC's, etc. Also, more game modifiers please. [e digicons]O:)[/e]
Game modifiers. More, please. Love the idea of global events, a la Alpha Centauri and Civ IV. Never played GC2 though...might need to check that out.
I'm experience a similar stuttering during the entire game process. I would happily supply the dxdiag if I knew how to get that information.
Just updated to 1.19beta...game gets stuck at splash screen (not responding. ) EDIT: nvm...got it
Do you have 'Use Mods' selected in the game options menu?
Not this. Include dungeon crawls all the way. Quests should be able to be run by onlu sovs / champion units,[quote who="Alstein" reply="14" id="2850505"]I'm assuming there won't be a ton of dungeons, and there would be a decent risk involved. Also you only get a level 1 adventurer, who would have to be protected. Honestly, I don't think dungeon exploring should exist, except in the sense of how it was handled in AoW. I can see it bein