abob101

abob101

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

I could be wrong but I think you're going to need the units, at least the Generic Sov ones for it to work on the create screen. I've not done it before so i'm just guessing. There is a race creator tool, here: https://forums.elementalgame.com/433305/page/3/#3319566 Your best bet would be to use that as a start point I think. At least go try it and see what files it pumps out m

18 Replies 14,937 Views

[quote who="OliverFA_306" reply="12" id="3347247"]Would the AI be smart enough to say "this unit is worthless so I'd better disband it"?[/quote] Now this is an excellent question. I have no idea what the answer is but i'm curious if anyone else knows this. In fact i'm wondering if the AI *ever* disbands units? I'm guessing probably not.

30 Replies 102,752 Views

No the problem is, how to you actually kill the bugger if the flag is set....? I think getting them to cast a spell would be achievable, you could probably even just have the permadeath injury unlock a strategic level spel using UnlockCombatAbilityl that can only be cast on "self" has a high priority and no casting cost. But assuming that can be done, I can't see a way to actually kill a champion outright via a strategic spell. They're im

30 Replies 102,752 Views

In another thread OliverFA_306 said... [quote] For me personally this is very important because I am implementing food upkeep for soldiers in my Population mod and only champions have access to A_ADDITIVE tags, so I am making every single unit a champion, and it would be great to find a way to (almost) automatically make the AI clean fatally wounded (false) champions. [/quote] Interesting.... have you made food a global resource t

1 Replies 2,779 Views

[quote who="OliverFA_306" reply="12" id="3347247"]Quoting abob101, reply 11 Yeah not sure how this might be possible? I tried casting a strategic spell on them that applies PermanentDeath but it doesn't kill them (until they get killed in tactical battle next). Theoretically I suppose that you can create a new strategic spell, something like "KillFatallyWoundedHenchman" and give the AI very high priority so it wants to cast it whenever it cans. But I am no

30 Replies 102,752 Views

[quote] If you don't mind me asking, could you briefly explain the general steps to do that? [/quote] Yeah not sure how this might be possible? I tried casting a strategic spell on them that applies PermanentDeath but it doesn't kill them (until they get killed in tactical battle next). I've been thinking about it reading these thre

30 Replies 102,752 Views

Yeah I thought about the Autocast option, that would make the unit die at the start of the battle though right? That works fine for the player because they will understand... but it kinda adds another handicap on the AI because it own't understand that the unit might as well be left in the city or retired. The AI will likely have the unit wander around costing maintenance or whatever then eventually though it into battle leading some stack only to die bef

30 Replies 45,341 Views

Hi folks, (This is for 0.8 LH btw).... Wondering if anyone has any bright ideas on this one.... I am trying to create some units that are basically the equivalent of a Sion, but can cast spells. Now, the problem is... if you copy the Sion unit, then give it an ability that unlocks spells, such as Fire1 or whatever... they can't cast them. When you go into tactical combat, the Spells button is deactivated. It seems that to cast Spells (

30 Replies 45,341 Views

Guys, I think there's some kinda of funky UI bug that affects, at least the Sion and possibly other units. Haven't tried henchmen yet but will later. Basically.. if you have a Sion, and you double click their portrait in the bottom left of screen to bring up their Unit Details screen... the buttons for "Details", "Equip" and "Traits" don't appear. If you double click on the Sion on the map in the strategic view, the buttons appears fine. He

0 Replies 1,558 Views

Increased maintenance for unis (Pacifist) is an interesting one. DsRaiders faction traits mod has an ability "Corrupt" which is -20% Gildar and -20% Influence (FE version). Your Spendthrift trait has -10% Gildar. I'm wondering what everything thinks is about right when compared to other faction traits?

13 Replies 12,826 Views

[quote who="Derek Paxton" reply="21" id="3345508"]Awesome feedback, I particuarly love DSRaider's balance points. Many will be coming in the next patch.[/quote] Excellent! (sorry don't like posting one word like this, I know it can be annoying... but this is good news and warrants feedback). [e digicons]:thumbsup:[/e]

41 Replies 42,279 Views

Yeah so the reason for this OP was, a lot of the faction traits i've added have various monsters units and stuff to try and add a bit of faction diversity. Generally I cap these units though. In this case i've got "Ogre Alliance" faction trait.... it lets you train Young Ogres, Ogres and Bone Ogres... but you have to build Ogre Pits to get them. They are zero maintenance so you can only have so many. At the moment i've got this <Improvement

20 Replies 74,128 Views

[quote who="OliverFA_306" reply="3" id="3345444"]Care to share what you are working on? [/quote] Oh wow, I only just figured out how to quote properly! Well, I'm kinda working a mod to create a bunch of new factions. It started out very innocently... I don't really go on any of the default factions very much. and I like big maps with 10+ factions, so I started creating a heap of my own. Then I ran out of faction traits to make them different.

20 Replies 74,128 Views

HF / parrottmath, Thanks that's heaps easier. Appreciate all the responses. [quote] Lots of reading the current XML [/quote] Yeah I do a lot of searches for through the files for things I think might work... in this case I had already searched for "CityLevel" and "City_Level" in the CoreImprovements.xml file but it's not used in there so I assumed (wrongly) that there it didn't exist. <spa

20 Replies 74,128 Views

Dude, that's a good workaround thanks. It happens to work pretty well in this case (which is nice for a change) in that because the ImprovementType's retain all their tags when you add something via the mod folder (as mentioned in the most useful mod post ever https://forums.elementalgame.com/434780 ).... you can easily add the CityLevel resource to all the hubs just with little stubs like this in your mod folder: &l

20 Replies 74,128 Views

Guys does anyone know if it's possible to use the City Level in a GameModifier expression in improvements? So i'd like to have an improvment that grants say +1 gildar per City Level? I can see the onse that let you use the TileYield but can't find any examples that use City Level :-( Cheers.

20 Replies 74,128 Views

[quote] I definitely agree that most tactical battles are decided on the first turn and are over far too quickly for many game mechanics to have any worthwhile effect. [/quote] Yep this statement pretty much sums it up. In FE because units start further away, you at least have a bit of an opportunity to get some tactiacl spells in (buffs etc). Starting so close in LH compounds the issue. Some good points here

41 Replies 42,279 Views

[quote] The main flaw of the FE encumbrance system is having only 2 points at which it has some effect (40% and 80%) If the effect is for each % as mqpiffle says, it becomes much more meaningful and the game is way deeper. [/quote] Yeah this. More granular encumbrance would have given a similar end result than what we have now (small initiative penalties for each armour item). To prevent mages running around in full plat

54 Replies 70,096 Views