And on a completely unrelated note, does anyone know if the AI ever buys (and uses) the books of the Decalon? Thanks.
abob101
Guys am I missing something here.... i'm trying to give a trainable unit (not a champion) the ability to cause criticals, gave them an ability that has this..... Unit AdjustUnitStat UnitStat_ChanceToCrit 100 +100 Critical Chance </Ga
Primal - not sure about music, but I tried adding in new sounds and found I could only get it working from the core folder. I'd be interested to know how you go with trying to change music... let us know if you have any success.
[quote who="Campaigner" reply="27" id="3451293"]With Dawn of War we gotted Area Control that was standard and you had to change to Annihilate if you wanted that instead.[/quote] Yeah that works quite well in Dawn of War I always thought. In a slightly similar way..... I haven't played the newer Total War series but in Medieval 2 you don't have to conquer everyone... just like 50% of territories or whatever it is... including a number of the key cities de
[quote who="tjashen" reply="4" id="3451127"]Is there any particular reason that moddb might be unpopular with the group?[/quote] Probably ModDB just add that page themselves, noone probably even knows it's there. Nexus is ok, but we really need a Legendary Heroes specific site as suggested by Primal. Hello Stardock .....?
[quote who="Crastiloowa" reply="5" id="3450050"]Derek Paxton previously indicated in this thread: https://forums.elementalgame.com/449976/page/1/#3440649 ...that there was some internal coding magic for that item/ability, so it may not be the best example.[/quote] Wow good memory you have there.... and good spot too. So yeah it ain't going to work that way, but wait........... [quote who="Crastiloowa" reply="5" id="3450050"]Check
Ok I think it's pretty much not possible. This just happens to be one of those things that FE/LH doesn't allow for. Obviously you can do this for a tactical spell, but not so for a strategic spell. I don't actually think that UnlockUnitAbility works. It certainly doesn't appear to work for an item. I had a look at the Boots of Stealth which use this (they're supposed to grant the wearer the MasterScount ability) and I'm fairly
I haven't tried it but looking at that code I think it would probably work. But you might need to modify the AbilityBonusOption " Spell_ExNihilo".... make it a spellbook type ability, i.e. add Unit_Spell_Rank to it. Take a look at an ability like Hydromancy to see what I mean. I think that without the spellbook thing the spell prereq might not work.
I would highly recommend DsRaiders mod (pack) Blood & Mana: https://forums.elementalgame.com/451769/page/1/#3442957
[quote who="DsRaider" reply="35" id="3448985"]Alright thanks Primal_Savage. I got it working the way I want it![/quote] Awesome! [quote who="DsRaider" reply="37" id="3449036"]On top of better bows towers also have a significant defense bonus and small bonuses to several other stats.[/quote] Yeah a big defense bonus makes sense and will make them much more useful than normal militia archers. I'd also go for an init and accuracy bonus..... bein
[quote who="DsRaider" reply="27" id="3448210"]Tried changing the terrain under the tower to prevent units from moving onto it but it didn't change. I then tried casting firestorm and again it didn't change the terrain under the spell. Is anyone else seeing it work or is it broken?[/quote] Doesn't seem to work... I tried a few tests with different combos. It works in strategic but not tactical :-( Can't think of any other way to stop units from walking on
Does anyone happen to know if UnitStat_ArmorPierce from something like a Spear, is applied for special attacks like Impale, Cleave etc? I see that Impale does a "DefendableDamage" in a spell-like ability, just not sure if the UnitStat_ArmorPierce is applied in that situation?
As stated by Frogboy in the financial model thread... [quote] In March it’ll probably be me (I have anger management issues with the game’s pathfinding). [/quote] So pathfinding should be all sorted soon. [e digicons]:D[/e]
Agree 100% with DsRaider above. I really don't see that it would have to be all that complicated. This would make a fantastic DLC, even if it cost a bit more or something... would be really cool. [quote who="DsRaider" reply="108" id="3448431"]The easiest way would probably just to have auto naval transition where your units and caravans automatically become boats when they attempt to travel over water.[/quote] Yeah this, just make it so they ca
Ahh that's coming along nicely, cool tower. It looks neat :-) [quote who="DsRaider" reply="23" id="3448064"]Hmmm I thought we could change terrain types but I don't see any examples in the xml.[/quote] Try this: Map PlaceTerrain CaveWall &n
Ah.... yeah there's a thought pm, didn't think of that.... (goes off to try something) @DsRaider - try this mate: Test_Airwalker Horses grant your units more speed in combat and in travel and make them immune to being knocked prone. Mount <CanBe
[quote who="Borg999" reply="11" id="3447836"]I guess I'm the only one here that's indifferent to spouses/children/dynasties.[/quote] Nah, i'm indifferent too Not sure the dynasty thing fits LH myself. But good to see LH continuing to get worked on regardless.
[quote who="davrovana" reply="6" id="3447724"]This is incredibly sweet, I was sure dynasties wee never coming.[/quote] Hmmm maybe i'm just being pessimistic, but Frogboy doesn't ever actually mention dynasties or children, only "spouses". Just doesn't seem very clear exactly what this will all include. I would be surprised if there is anything close to a dynasty system included as DLC because I would have thought it would require a heap of coding. Hap
I guess you could always go with your original idea... but have the unit at ground level. Just give them a brick wall type thing around them. Wouldn't really have the tower type feel more of a heavy fortification.
Yeah the tile would be better if you can get that to work, like you said you can make it look better. You could design a fire tower that shoots fireballs and all sorts of cool stuff. I wonder if a tile prop would work (and disappear when the caster dies) if you changed the duration tag from to just or something like that. Edit -> hmm yeah just had a couple of quick attempts, couldn't get a tile to disappear when the caster d
Yeah just did a quick test and looks like subbing in a prop for the model will work fine so that'd be the easiest way to go.
Yeah it's definitely an idea worth pursuing. [quote who="DsRaider" reply="2" id="3447199"]How would you do this though? I don't think you can just sub in a tile for a model.[/quote] You couldn't sub in a tile, but you could sub in a prop.... have a look for K_Wall_Tower_Advanced_01.hkb. It might work by just changing the model type for the unit to a prop like that. The other thing you could probably do is make the model trans
[quote who="davrovana" reply="5" id="3447090"]I'm curious if we are all looking at the same problem. [/quote] Yep same problem, I had the same idea as what you've described. Really hard to do without AI only spells and/or events. Only thing I thought was to give the AI some special units that produce a resource "ai_stuff". Then give the AI one or more spells that requrie "ai_stuff" to cast..... these spells would give the AI strong units. You can make
[e digicons]:omg:[/e]
I've been trying to figure this one out myself, no luck so far. It would be sooo dang helpful if there was an AIOnly tag for spells and/or events. From my testing, I can't get any event to fire for the AI :(