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? So for example... create spell that summons a Party of Shadow Wargs, without touching the UnitType definition for the Shadow Warg. I know it's possible to do the skeleton hoard thing and summon multiple in different tiles... but I also wouldn't mind having spells that summon a group (once you have the "
abob101
[quote who="GFireflyE" reply="12" id="3353291"]In order for this approach not to be completely abusive, I highly recommend that any unit summoned on the stategic map have a casting time and a mana upkeep. Thereby, any of these units can be cast in tactical for a balanced casting time, cost no upkeep, and automatically unsummon at combat's end.[/quote] I tend to agree that casting times for strategic might be a good idea. What would be neat would be (late tree) abi
[quote who="ElanaAhova" reply="9" id="3353532"]I don't (generally) use mods. [/quote] Out of curiosity any reason why not? Many strategy (and other) games have some great mods that can really add interest and effectively extend the life of the game.
Nice, useful code that cheers. [e digicons]:beer:[/e]
Just been testing, and as far as I can tell, the TotalPopulation trigger isn't firing for the AI in LH either. Dang it! [e digicons]:annoyed:[/e]
I could be wrong but seems that the TotalPopulation quest is a bit bugged in LH. I can get a quest to fire using it but then when you get the treasure GiveUnit treasure doesn't seem to work. If I use the TurnNumber it works fine. I guess possibly it was the same in FE. Shame the turn number trigger doesn't fire for the AI.
Hmmm, wow.. thats amazing thanks. However.... not sure it works anymore. It displays the required minimum unitstat in the spellbook, and doesn't stop the spell display (awesome). But unfortunately it doesn't seem to prevent casting the spell :-( Bummer. Kinda suprising that it doesn't work now.... guess it must have been removed from the code somewhere alone the line. Thanks for the input. Might try it out with a global resource and
I'm weighing up whether going for a global resource might be a better option. So having Dominion as a global resource, probably make it not stored so it would work in the same way as the unitstat but shared across all champions. There are some advantages: - the dominion cost and maintenance of summon spells would be displayed in the spellbook (it's not for unitstats) - it wouldn't hide spells in the spellbook if you don't have enough dominion to c
I've actually just spent the last hour doing some tests with the unitstat, exactly the way you just described. I found most of it worked really well.... when you add the unitstat and cast a few summons, you can open the characters Unit Details hover over their "Dominion" and it lists all the summons you have on the go... all the +1 and -1 modifiers etc. That's actually really great. And like you said opens up options for abiltiies and items to enhance it. W
[quote who="Heavenfall" reply="4" id="3353089"] that made it so we couldn't drain a unitstat due to the limited nature of randomization. [/quote] ok yep can see that would have been a problem if you wanted random stuff. How far did you get with modelling the use of "Dominion".... did you get as far as crunching some numbers on the design? So you were thinking of having an upfront Dominion cost to cast the summons, then a (lesser) ongoing
Well let me know if you get it working. It's the number one thing i'd like to be able to do in LH that we can't :-(
Nevermind just found your Goetia WIP post. I see tactical was going to be mana only.
Interesting idea. Never thought of putting something at the unitstat (champion) level. Would about tactical summons... where you going to require dominion for a tactical summons?
Hi guys, I've been thinking about trying to mod in some additional summon stuff, specifically stackable summons. Curious to see how it would play out Thing is, I can't quite come up with a way to have it balance. Hoping for some discussion from the clever people here. The basic thing I'm shooting for is to have 1 *stackable* summon spell for each element. So lets say for Earth, you get: Earth 1 - Summon Earth Shrill (10 mana) <p
Just wondering, does anyone know if the AI is given the random event type quests? Examples would be Bacco the Begger, Night of Haunted Dreams, Allies... that sort of stuff. Does the AI get the opportunity to somehow play through them? Do they even trigger for the AI? Thanks.
[quote who="Kamamura_CZ" reply="3" id="3352553"]1) How comes such a spell can deprive you of your capital??? Capital cities are most often immune to loyalty flipping like this in similar games[/quote] The spell would be Broken Loyalties. It converts a whole city, costs 1000 gold to cast.
Really happy to see the city curses UI issue addressed, yay! In fact happy with all those UI items.. groundcover my old friend, yay! Hopefully we can get a few more before release. :-)
@parrot - yeah forgot that, I found level prereqs worked in that they stop you selecting the ability... but I found you can't just have an ability that only shows if you have a faction trait. You can toggle abilities to display on/off with allegiance (like the summon lightbringer, and the necromancy spell abilities)... but you can't do the same thing with a faction trait. An yeah buggered if I can get a Path to hide based on a prereq.
I think it must to do with the way the Path screen is coded.... because they have that new ability type "Unit_Level_Path". I would guess that the way that choose path popup works is... it just grabs all the abilities that have that type set... and doesn't bother checking for anything else (prereqs), You'd think it would be relatively easy to tweak it so that as the system builds the list of path abilities, runs the "standard" ability prereq checks on them. Same as unit l
[quote] city militia units will only fight once: attack with one sacrificial unit, then attack with a second stack and all the city defenders won't be there [/quote] [quote] City Razing is imbalanced. Should NOT be instant razing. A raze should take duration equal to city level. [/quote] [quote] <
There is a GameModifier for that: Resource FireMana 1 1 +1 Fire Power This works on Improvements, just not sure if it would work as an ability. I would guess it probably does. So most likely that would
Yeah did a heap of testing and I think you're right. Seems to be a bit of a black box that one. Bit of a bummer, would have been nice to be able to specify some particular animations.
I think that generally anyone can equip accessories, pretty sure they don't have a model type restriction. [quote who="DsRaider" reply="7" id="3351684"]AncientsFemale This might be the problem. Have you manually added this new modeltype to all the armor and weapons? If not I suggest skipping it and using an existing model type, as adding it to every single item art file takes a ton of work.[/quote] Yeah I would have thou
Hi guys, Some spells have this tag: 29 Does anyone know how to work out what the 29 (in this example) refers to? I get that it specifies a particular animation (for example 29 is the one used for Gamblers Strike ability/spell)... but any idea where to find out what this 29 refers to? I would like to use some specific animations for some new spelldef's... I can find the name of the animation I want
Well spell damage, yes I believe that's what the Evoker abilities do have a look at them. Mana cost for tactical spells.. yes... look at Ironeer blood and the Path of the Mage for examples. Not sure about Strategic spells, probably no. Mana per turn, not easily as far as I know. Per Shard effects, you'd have to elaborate on what you mean.. or what you'd like to do.