[edit] v2.0b available for download
Sling: +2 Blunt, Cooldown 2, Range 8, requires Training tech.Throwing Knives: +3 Piercing, Cooldown 3, Range 3, requires 2 metal & weaponry techThrowing Axes: +4 Cutting, Cooldown 4, Range 2, requires 2 metal & weaponry techAll item attacks scale with unit size, and are now resistable by the target's corresponding defense ratings.This mod includes a new type of unit stat (Attack_Thrown), that can be used to add all sort of useful things to throw at the enemy. Currently, those thrown stats are being added to base melee numbers, so melee attacks are a bit stronger at lower tech levels, but the effect should diminish as melee weapons ratings improve. I will work on eliminating this bonus in future versions.Material and tech prerequisites have been re-added to the items (see above).I have also cleaned up the graphics for slings, as well as various art definitions that caused unexpected results in inventory and shop screens.Finally, in v2.0, all vanilla throwing knives are replaced by the upgraded version in this mod.Many thanks to crimsongekko for the feedback on v1.0
You can find them here:
http://fallenenchantress.nexusmods.com/mods/27
Thanks much for that feedback -- I find myself spending more time modding the game than I do playing, so happy to have a thorough playtest.
I'm going to be adding fire-bomb type items in the next go-around, and will try to incorporate some your suggestions as well.
Do you feel they don't scale when assigned as unit items, or champion items, or both?
I used only unit equipped ones (hence the +1 per level suggestion for them to stay relevant).
But also I think that they should all benefit from traits like other weapons.
ie. slings should get +10% from apprentice bruiser
if you get lethal they should also have +3 attack
and so on...
that way even with low base attack, a high level champion would do 10-20 damage with them
I see -- good input. The only drawback I can see is if those core abilities would have to be modified I might have to modify the core files as well.
But I'll see what I can do.
rlane48 - the throwing knifes shouldn't be resistable, is it possible to do something about it?
I'm not sure what is the attribute used for resistance
I am now working on the weapons portion of my mod and I realize I might be able to use this to fix some basic problems I have seen in the game. Using this methodology it is possible to fix the problems with limiting the range on bows. Simply put by converting the basic bow attack from a spell to a special ability you have introduced it eliminates the AI problem with putting a range limit on a bow. Previously if you put a range limit on the bows attack the AI just freezes and doesn't know what to do. But if a weapon has a special ability the AI seems to be able to handle this. I will try it out and let you guys know if it works.
I found a flaw with this mod to a small degree. By changing the spell to a special ability instead of a ranged action the same as a bow it bypasses the dodge against ranged stat and reverts to normal dodge. I am working on figuring out how to overcome this.
While looking at this you have two different ideas to consider. A direct ranged weapon bow, sling, and staff. Or a accessory that gives an additional range attack to a normal melee unit. So it depends on your intent for each weapon. Now for the items such as the knives, axes, and javelins it makes sense to have them as accessories that can have independent stats compared to held weapons that are used for direct combat.
Also I was correct when I looked back at the stats it becomes a combat ability only because it is listed as such when you reference the spell like:
<Attribute>UnlockCombatAbility</Attribute>
You just need to change how it is referenced when the spell is accessed through the weapon like:
<Attribute>UnlockRangedAction</Attribute>
After that each spell then needs the flag
<IsSpecialAbility>1</IsSpecialAbility>
changed to
<IsRangedAttack>1</IsRangedAttack>
otherwise it will be ignored by dodge against ranged stat.
Hopefully this helps.
Oh yeah when the spells you created are used you don't need to add the calculated data unless its used as an accessory then you do.
Cheers.
After chewing through this some more you might be able to make two separate attack stats on a weapon. First use a combination of what I said and what you did like this:
This is for a basic bow.
Then add to the spell you made by changing the spell like this.
So you would then have a melee attack of 3 blunt damage and in this case a ranged attack of 7 ranged piercing stat.
So no matter what AI value I set the special ability to the AI will not use it no matter what. So I am going to try to remove the attack value and see if the AI will use the bow as a bow.
For the life of me I can not figure out why the AI will not use this ability. I tried removing the additional blunt attack and now the game does not even recognize it as a weapon or use it. so it looks like this idea to use multiple attack stats doesn't work at least as far as I can tell for now.
Alright final post for this after hijacking this thread for too much spam.
For any and all normal ranged attack weapons such as; bows, knives, javelins, and axes you have to build a normal attack like a bow. So the attack has to have the tag <Attribute>UnlockRangedAction</Attribute> so that the tag <IsRangedAttack>1</IsRangedAttack> in the spell attack is valid otherwise the attack won't be valid. This also allows the game to recognize these attacks as ranged for the purpose of defending with dodge against ranged tag.
For non-standard attacks like staves using the combat ability makes more sense especially using the damage calculator you made because it allows special abilities to scale based upon the total number of units. All you have to do is set the spell to be resistible after making it a combat ability. Also if you set the weapon combat speed to 0 and then add a casting delay to 1 then it is possible to make a staff have the same attack but also make it independent for combat speed determination. This makes it possible to have a caster style sov/champ hold a staff but not slow the casting down and still have the option of a mana free casting ability.
Anyhow sorry for blasting this thread with posts of my frustration in weapons.
Does Ginsu Knives 2.0b work with LH?
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