That would sure screw the AI...!
abob101
[quote who="OliverFA_306" reply="31" id="3356978"]PS: Too bad that there are so many limitations to calculate values and use variables! Stardock should enable calculations in many places if they really want to encourage impressing mods![/quote] Yeah it's a real bummer, you spend half your time stuffing around trying to figure out ways to workaround things. It's one of those things where the basic stuff is real easy to do with the xml, which is great... but once you want
You can change the improvements from the mod directory, it's just a bit of a pain because you can't "edit" existing ones that way. You have to block the existing ones (with an unattainable prereq) then create a new one (exactly the same as the sysem one but with a different name and your changes included). Better to do it that way in my opinion, a bit painful though for sure. [quote who="Makinus_" reply="7" id="3356929"]Yeah, this makes modding the game rea
Some great ideas in there.. some interesting stuff for sure. I see you have quite a few "when stationed in city" type effects. Which i've never really used or seen much of but probably would work quite well given there tends to be a bit of a surplus of champions at times in LH. Having abilities that are useful when they are taking a break in a nearby city (healing maybe) and adds a bit of an extra thing to think about on the strategic scale. I like it. On a
You mean this bit from the SpellDef? Mana 1 1 Yeah, you can't put a Calculate in there, that's the problem - it's fixed. Bummer what be great to be able to put an expression in sections like this. I think i'm just going to go for
[quote who="Publius of NV" reply="4" id="3356593"]The main time I see it is when holding control and trying to click to select multiple units in cities. Cursor tremble so bad it's almost impossible to click on the units.[/quote] This is the only one I have noticed. Even this is pretty annoying though.
Oh so after further testing seems the problem is not the decimal Value.... rather, as far as I can tell spells can't produce a resource over time (unless it is a city enhancement). So a one off modifier when casting a spell (such as a summoning spell) like this works fine: Resource Mana <
You can save it as a png and it will work I believe. But I think (and I am by no means an expert in this stuff) that a dds is better, more memory efficient or something. Generate it with mipmaps. I use GIMP. HF will correct me if i'm wrong i'm sure.
I don't fully understand it... but basically where it references filename.png, if it finds a file named filename.png it will use that... if not it will look for a file called filename.dds and use that instead. So basically, you can (and should) save your skin as mynewskin.dds, but you can put mynewskin.png in the xml and it will work fine. That should work fine. In your example in your first post, it will be using K_Male_Evil_Texture_01.DDS.
Yes, CoreGameEvents.xml
Really want to have a mana maintenance for Summons... +1 for each seems too steep though when you have 6 or 7 shrill squads running around.. Not being able to set a decimal value is a bugger. Thing I have pretty much everything else working. Let me know if anyone has any ideas :-(
Guys something i'm trying to get working at the moment is a reduction in mana maintenance based on an ability. That in itself is not difficult, the problem is i'm trying to use fractions / decimals. ie. most summon spells cost 1 mana maintenance by default. Champion takes the "Channeling" ability, it should provide 50% mana maintenance reduction. The way i'm trying to do this is by giving back half the mana maintenance via resource production.
Hmm hangon it's not "shared" though. This is what I have out of interest.. Summons A measure of the number and strength of summoned creatures your faction can sustain in the material world. JB_Summons 0,0,0 Spellbook_Icon.
Yeah my summons capacity resource is global and non storable also, however I intentionally have set.... 1 So that it appears at the top of screen. Reason being that it is a shared/global resource across the whole faction... and like mana, you really need to easily be able to see how much you have at any point in time.
Nice one, that works a treat! [e digicons]:thumbsup:[/e] Only minor bummer being that when you hover over the resource at the top of screen it shows the bonus to the Summons Capacity is coming from the city name rather than "units".... presumably because of the way the way the A_Additive thing works. Not a huge drama though... that's pretty cool and will run with that for now, as I think it seems best to have the limit on units that one can summon
OK first minor issue. Have got all the other mechanics working other than this... Was hoping to have abilities in the Path of the Summoner that generate +X Summons Power per level like this: Unit_Level Summon Capacity I</DisplayNam
I checked it out quickly but haven't had the chance to have a detailed go with it yet. But, I thought the "quest tester" looked really nifty, nice work.
[quote who="abob101" reply="15" id="3353561"]Guys does anyone know if there is any way to have a summoning spell summon a party/group or whatever instead of a single unit..... without changing the unit definition?[/quote] OK I think I have a sneaky workaround for this. I've done some preliminary testing and knocked up a rough prototype, pretty sure this is do-able. So at this stage i'm going to push on with it, the plan is to introduce a Path of the Summone
Woa, that's a crapload of pioneers! [e digicons]:O[/e] Good post. If the AI is actually paying for those pioneers (and I have no reason to believe that are not), then it really needs fixing because they're crippling themselves by doing that surely.
@ ElanaAhova - cool. [quote] I just haven't modded FE/EH (yet) because I haven't taken the time to figure out how to do it [/quote] A lot of basic modding stuff is really easy. [quote] BTW, I'm keeping an eye on the modding section for EH. Froggy just set up a
@ GFireflyE I like that curve. But the way you have the bottom 2... with only 3% difference between Free Spirited and Low I don't think you'd ever use Free Spirited.
Yeah with the limited cap units (Asok etc) the fact that you can't control when you want to train them is why I make them free (plus the fact that you have to go kill them, take their lair then build an improvement to get them). Ideally there would be a train button on the camp so you can choose when to produce them.
The icon for the shard harvesting tech, or for the shard alters (the little boxes under the tech) ? Last time I checked the shard alter icons under the tech didn't show if you happen to be playing Resoln (or any faction with the Cult Hundred Eyes).
Hangon just realised I reference a couple of images that I didn't include. Ack. I'll fix it up and edit the post. Edit: OK fixed it up (I think) and updated the above post.
If you would like to have the Order of Asok and the Merceneries units have zero wage (as mentioned by parrott) which is how I think they should be.... I have it in my personal mod... I've just thrown together what I think are the correct files and zipped them here: https://dl.dropboxusercontent.com/u/100348448/NoWageMercs.zip If you want to try it, just unzip this. Copy the contents of