abob101

abob101

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

OK I had a preliminary go at this... and got something more or less working. Basically this as mentioned above: [quote] I'm looking into another workaround... - each faction trait has a unique improvement (that can only ever be built once) - when said improvement is constructed, it spawns a GoodieHut nearby - when visting the GoodieHut, the relevant quest spawns [/quote] This does in fact pretty much work as expected. You

10 Replies 15,820 Views

Well, from what i've seen from a bit of experimentation.... the answer no, not possible.. at least not elegantly. However there is various kludges that would sort of do something similar, maybe. I know that if you can actually get a champion to end up with 2 paths... they can choose traits from either path. It doesn't look great though, the 2nd path is hidden and you have to scroll with the mouse wheel to see it. It functions fine though. I tried to h

6 Replies 4,985 Views

I've haven't played with quests yet so still getting my head around it. I take your point about the initial player response, I think that would work great for some cases... particularly where you have a good/neutral/evil type initial response to a quest, a bit like your Inn example above. The idea I had though was to use the Turn 1 trigger to fire a different quest for each faction (trait). So maybe if your faction trait has Wanderlust, on Turn 1 a

10 Replies 15,820 Views

Actually further to this, I just realized that the way this works causes other minor issues with the Research tree. I'm guessing this might be a known issue but anyways.... Because there are 2 versions of the Guardian Statue/Idol Improvements (one for Empire and one for Kingdom)... you have 1 set for 1 (the Empire version)... so that it only shows up once. OK great idea but....</

2 Replies 2,876 Views

OK so after mucking around trying to figure this out, I believe that this is caused by having: 1 On the ImprovementType. So seems that not only does this tag hide something in the Hiergamenon but also hides it in the tech tree. I can see that maybe in some cases, that's what you might be after... but certainly in cases like the Resoln version of Shrines.... that's not what you want. Will leave it wi

2 Replies 2,876 Views

[quote] ...because when you demolish a building you get back the resources marked as construction costs. [/quote] It works fine, if you used the tag I mentioned above, i.e. ConstructionResourceCost ... then when you raze the building you definitely don't get the resource back. So all good. Thanks.

14 Replies 6,786 Views

Yeah it'd be really useful to have a quest only fire in the first place for a specific faction though. Image something like a LOTR mod... quests would work great... but you'd pretty much only want certain things to fire for certain factions. Eg. On turn 1 the Shire faction gets a quest "take the ring to mount doom" or whatever.

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[quote] Do you know if you have an example in Stormworld currently? [/quote] Nevermind, I found one (magma forge). And, this works a treat! I was using the wrong type of tag... I had been using a as used by UnitTypes (which doesn't work properly). To get it working you can instead use this on an ImprovementType: <

14 Replies 6,786 Views

Hi all, Just starting looking into what is possible with quests... and one of the things that surprised (and disappointed) me was that it seems there is not way to restrict a quest to a particular allegiance and/or faction and/or faction trait. Does that sound correct? Has there been any/much discussion about it in the past? A few few more trigger types would be great too :-(

10 Replies 15,820 Views

Hi all, I've got a few faction specific unique buildings in my mod that create bonus resources etc nearby when built. They are unique... only one per faction... However they can be misused by razing the improvement and building it multiple times to create multiple bonus resources. Doh. Ideally these improvements would be "you can only be one of these, ever". I tried making a unique resource, giving the faction 1 of them and then adding a Productio

14 Replies 6,786 Views

Woa, umm ok I like the new way the upgrade lines work... And I get we're going for fun more so that realism here.... but isn't dual wielding Great Axe's getting a bit into just plain silly territory? Dual handaxes, sure... but a Great Axes in each hand..? Whilst mounted...? [e digicons]o_O[/e] But maybe i'm in the minority on this one.

109 Replies 75,689 Views

How about adding the one about including an event notification when an enemy casts a spell enhancement (curse) on your city? So we have a way of knowing when it happens. Also an indicator on the city itself or similar. Also FWIW, +1 from me for quickslots for strategic spells, and +1 for doing something to the city upgrade screen so you can see the city details.

104 Replies 415,584 Views

[quote] You can add battleautocastspells to items, but they get cast twice for some reason [/quote] Oh geez, I though it was just me. I have an item that does this and spent hours trying to figure out what i'd done wrong that was making it autocast twice. Oh well, there it is... it just does! [e digicons]:S[/e]

15 Replies 8,960 Views

Nah you can put it right on the Item right? Haven't tried it but here is an example by HF himself: Unit AdjustUnitStat <span

46 Replies 18,319 Views

It's kinda fun to use. But yeah, I agree... it's cheesy. Same with the crossbow power shot that blasts through a heap of enemies. Seems a bit silly. Would love to see any of your suggestions implemented instead, particularly bonus vs. mounted.

46 Replies 18,319 Views