abob101

abob101

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

Bump. @ Stardock, seems to be quite a few people getting this and similar issues with resources on random maps. I realize it might be a mod thing, but would be great if it can be looked at for 1.7.

11 Replies 64,798 Views

[quote who="mltnschroeder" reply="9" id="3477823"]For some reason the Dirge of Ceresa spell isn't knowable by the familiar.[/quote] It's a special Sov only spell (and has a tag to indicate it's Sov only), so I guess that includes (or excludes depending on how you look at it) the familiar.

10 Replies 15,855 Views

Question guys, for a "Slow Growth" faction weakness, that just reduces growth (in all cities)... what would be a balanced percentage? I'm not playing the game enough later to have a feel for it. -10% growth? -20% growth? more ? Thanks.

12 Replies 7,487 Views

[quote who="joeball123" reply="6" id="3477663"]I would think so, since the Diplomat class claims it reduces the cost, though I don't know if the modifier would work for a faction trait rather than a sovereign trait.[/quote] Yeah it doesn't unfortunately (as far as I can tell). [quote who="joeball123" reply="6" id="3477663"]How about being unable to interact with computer factions except for issuing declarations of war and negotiating peace[/quote] Yeah I tried

12 Replies 7,487 Views

Not having played WOM, i'm always amazed at hearing about all this stuff it used to have.... sounds like it was jam packed full of stuff. Obviously it didn't quite all mesh together but you gotta admire the ideas and aspiration of the thing.

844 Replies 1,933,726 Views

Hi all, I need a couple of more weakness for the factions in the next D&W version. I want to have an "Isolationist" faction weakness. The idea was to give it a A_Diplomacy negative modifier but as far as I can tell A_Diplomacy doesn't work on a faction trait. Anyone got any ideas for effects of an Isolationist trait ? The other one I'm thinking of is a "Tyrannical" or

12 Replies 7,487 Views

[quote who="semithue" reply="729" id="3477301"]Can I get a singular bonus in there at a specific level (like a movement point or another ability) by using ?[/quote] That's kinda tricky, short answer is no. I could be wrong on this but.... If you look in CoreMonsters.xml, you'll see there are different stats specified for different levels. You can make interesting increments there, like give a UnitType an extra move point at level 10.... but it won't au

844 Replies 1,933,726 Views

[quote who="semithue" reply="727" id="3477129"]Hi everybody[quote] Hi there, welcome. [quote]I started LH moding some days ago, changed some modifiers for buildings, that was quiet easy. Now I'm thinking about changing the leveling system for units like ogres or golems. I would like to give them attack or defense ups every x levelups. Is there a way I can do this? I would prefer to give level up pathes to unit groups (like all ogre types), but

844 Replies 1,933,726 Views

[quote]When I cast my heal spell that does 8 heal I don't get the 50% bonus from Compassion.[/quote] Which heal spell exactly? The Life 2 Heal spell should heal 16 + 2 per life shard, +50% if you have compassion.

5 Replies 5,959 Views

[quote who="Primal_Savage" reply="275" id="3476799"]5. AI sovereign casts a beneficial spell on your city (channeling) You will probably need to ask abob101 if this is normal as I believe this is a D&W spell. Was the spell cast on one of those problematic cities (reported in 2. and 3.)? [/quote] Yeah that should not be possible it can only be cast on your own cities like Meditation, sounds like something is messed up.

2,228 Replies 8,581,326 Views

Hmm that's kinda weird... Lots of (certain) mods can cause it but COS by itself should be ok. Someone might have some better ideas.... but i'd start by moving all the COS files out of the mod folder.. and test that (a default, empty mod folder), so that then you know for sure it's something to do with the COS install.

544 Replies 1,098,787 Views

I don't think there's necessarily anything "wrong" with having a trait choice that provides a significant boost earlier game but less impact later game. Wealthy for example is like that.... and I think it works ok. Wealthy could be setup in several ways: +500 starting goldar (like now), early game bonus +5 gildar / turn... bonus that last all game +1 gildar/level per turn... scales into the late game Note those values are probably w

844 Replies 1,933,726 Views

I don't think there's necessarily anything "wrong" with having a trait choice that provides a significant boost earlier game but less impact later game. Wealthy for example is like that.... and I think it works ok. Wealthy could be setup in several ways: +500 starting goldar (like now), early game bonus +5 gildar / turn... bonus that last all game +1 gildar/level per turn... scales into the late game Note those values are probably w

844 Replies 1,933,726 Views

Guys what's a balance amount for a Sov Trait "Famous" that generates fame....? +1 Fame per turn ? Edit.... While i'm at it... what about a Sov Weakness that reduces Initiative, what is balance.... -1 Init, -2 maybe ? Thanks

844 Replies 1,933,726 Views

[quote who="KarlBar99" reply="2" id="3476406"]Cheers, so effectively the only way to make multiple weaknesses select-able is to move them to negative cost traits instead of weaknesses.[/quote] Yeah if you look in CoreAbilities.xml, find the Player_Weakness section, you'll see all the weakness choices are wrapped in the same AbilityBonus (Player_Weakness). Where as the traits, like Attunement.... are wrapped in their own AbilityBonus. That effectively makes the Weakne

8 Replies 38,651 Views

[quote]- Removing the lightning weakness[/quote] I don't really like that one because the weakness makes "sense", gives the unit character. Also, you should check out the comments regarding golems in this thread: https://forums.elementalgame.com/455273/page/1/#3476095 Edit... ok just noticed you started this as a follow up from that thread. Personally

7 Replies 43,055 Views

Yeah that's what I'm trying to avoid because if it's a Player (faction) trait, you don't know what faction/blood will have the trait because I want it to usable for custom factions. What i've decided to do for now is create a new Improvement, unlocked by the faction trait.... that automatically grants an abillity to all trained units. So that will work for any race if you create a new faction and select the faction trait. Not exactly what I was after b

61 Replies 389,729 Views

[quote who="halmal242" reply="48" id="3475905"]I thought you could set a trait to unlock when the unit is created to have a second trait as its prereq. So for instance Dummy_trait1 auto-unlocks when you have blood_altair trait.[/quote] Yep you can do that with a unit design trait... but what i'm trying to do is have a faction (Player) ability trait that automatically gives all units the bonus. So for example you can use A_UnitStat_Accuracy to give all units for a

61 Replies 389,729 Views

Yeah it's a bit of a bugger, i'm working on some faction traits but there's a lot of limitations on what can be done. The only idea I have currently is to have an autocast applied to all blood traits... that boosts Attack vs Demons (or whatever) based on a new UnitStat_X. Then have the faction trait increase the UnitStat_X for all the factions units using A_UnitStat_X. So that would work for all units that have the blood but requires adding something to

61 Replies 389,729 Views