abob101

abob101

Joined Member # 4285510
1 Posts 44 Replies 24,444 Reputation

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

844 Replies 1,935,115 Views

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.

844 Replies 1,935,115 Views

[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

49 Replies 80,816 Views

[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 .....?

13 Replies 54,096 Views

[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

7 Replies 46,022 Views

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

7 Replies 46,022 Views

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.

7 Replies 46,022 Views

I would highly recommend DsRaiders mod (pack) Blood & Mana: https://forums.elementalgame.com/451769/page/1/#3442957

7 Replies 6,788 Views

[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

48 Replies 145,440 Views

[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

48 Replies 145,440 Views

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?

844 Replies 1,935,115 Views

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]

201 Replies 1,153,216 Views

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

201 Replies 1,153,216 Views

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

48 Replies 145,440 Views

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

48 Replies 145,440 Views

[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.

50 Replies 284,021 Views

[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

50 Replies 284,021 Views

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.

48 Replies 145,440 Views

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

48 Replies 145,440 Views

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

48 Replies 145,440 Views

[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

12 Replies 46,547 Views

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 :(

12 Replies 46,547 Views