Figured we needed a thread for questions that didn't need to take up valuable room from talented mod'rs.
I've run into a kind of roadblock, I made a new town essence spell that gave 5% crit chance pr essence, but it flat out refuses to work on regular units. They get the stat value, but never crits, no matter how high I put the value. (I had a 500+ crit unit, and it never crit.... and no I did not attack skeletons or other crit immune units)
Is it a bug or am I missing something here? I've tweaked elementaldefs, and the unitstat xml thingie (set default value to 1 crit etc. ) neither worked.
(tried downgrading to 1.2 from 1.3 beta as well, still same issue)
You could try to make it part of the upgrade path of a building that you can never obtain the requirements to build.
<ImprovementType InternalName="NoBuildBuilding"> <DisplayName>You Cannot Build Me</DisplayName> <Description>A building you cannot build.</Description> <RequiresCity>1</RequiresCity> <RequiresForceUnlock>1</RequiresForceUnlock> <BarredTerrain>River</BarredTerrain> <BarredTerrain>SwampTerrain</BarredTerrain> <PreferredTerrain>City</PreferredTerrain> <PreferredTerrain>Category:Land</PreferredTerrain> <PreferredTerrain>Forest</PreferredTerrain> <RequiresCityImprovement>1</RequiresCityImprovement> <UpgradesToImprovement>YOURBUILDINGYOUWANT</UpgradesToImprovement> <UpgradeTier>1</UpgradeTier> <LaborToBuild>0</LaborToBuild> <Prereq> <Type>Tech</Type> <Attribute>YouCantGetThisTech</Attribute> </Prereq> <AIData AIPersonality="AI_General"> <AIPriority>0</AIPriority> <AITag>Study</AITag> </AIData> <ArtDef>Art_Academy</ArtDef> </ImprovementType>
I'm trying to come up with a way to boost the Bandit Lord background for the Sovereign, and having trouble with finding a balanced solution.
My immediate idea was to replace the two starting bandit units with new, upgradeable, versions. One axe unit and one sword and shield unit with two interesting abilities each, besides chainmail proficiency. Having four units with three members each at the start of the game can make for a strong opening game.
However, after trying this out it felt pretty dull. Especially since the bandits you can hire would remain rubbish units, only recruited in an emergency. So perhaps it's better to remove the extra starting units and give the three bandit units (club, bow and captain) a boost instead? Which at least involves making them fully upgradeable. That would give the ability a bit of a treasure hunt feel to it, as you scour the map for bandits to recruit before the AI wipes them out.
I also considered giving the Bandit Lord ability a flat boost in growth, say +1, symbolising a roguish talent to attract even hardened outlaws to join your settlements. That would also benefit the AI, who doesn't seem to know how to recruit units in battle.
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Another question I have is if it's possible to have a unit turn into another unit as it gains levels? My idea was to have recruitable weak units that grow in size and change appearance as you reach different tiers of experience.
Yeah I found two easier ways, <RequiresResource>1</RequiresResource> and <HideInBuildList>1</HideInBuildList> both did the trick without much added noise If I can find a way to add mana cost in a way similar to the spells, that would be perfect, but it's okay for now at least. (better than nothing, -values still doesn't work for mana sadly, so you have to show +200 mana to show cost)
There's any number of ways to possibly address this. The answer I have in mind would be to give Bandit Lords a new building for Towns (not Forts/Conclave) that generates random Bandit units w/ low maintenance cost.
I'd thought of creating cheap Bandit units that make use of the Butcherman ability (group gets bigger as it kills things).
Lots of ways you could approach Bandit Lord. I'd agree the general consensus is that Bandit Lords are one of the weaker abilities out there.
I was workng on some skill changes, however I'm wondering why this isn't working:
I just want the damage of the bleed ability increases with the attack.
It's really odd that if I change "<Calculate InternalName="Value">" into <value> (or multiplier) directly it works, but nothing changed(the damage always equals to the player's attack) if I may use Calculate for value or multiplier.
Do any friends might have some suggeestions for that?
Many 3x. It puzzled me for some time already.
Maybe try making two different Gamemodifier "parts", each with one damage thingie. When I tried similar stuff with resources I had to make two different tags, I couldn't do both in one. (if I understand you right, that you want first attack damage, then bleed damage on top of that based on attack damage)
What is UnitStat_BonusBleed_L
I'm assuming that you added this Unit Stat to your game. Since the unit stat attached to bleed is UnitStat_BonusBleed. Also, you have combined the two effects of the bleed ability into 1 part. You probably should use curhealth with the per turn instead of defendable damage, did you intend for bleed to add your attack damage per turn? So, if I have an attack of 20, the bleed would do 5+ damage per turn, don't you think that is a bit much?
Also, in your calculation, say that the BonusBleed is 3, then you have effectively multiplied your combined attack to be 3.25 times the original attack. So if I do successfully attack with bleed with an attack of 10, I would be doing 32.5 damage per turn. Not to mention if I have bleed with a bonus bleed of 6 (the next level) the damage would instead be 62.5.
Acturally~ I'm not conbinning I read some other damage spells and it wrote like that, thus
<Attribute>DefendableDamage</Attribute>
with <Value> or <Multiplier>. If nothing added, use the attack defaultly.
I mean, if I write something like <value>6</value> there, it will act perfectly that do 6 damage per round, however if I wrote it with Cauculate, nothing happened. It just take it as the normal damage.
About UnitStat_BonusBleed_L yes I created it, however it's 0.1 & 0.15, about 25%-35% damage taken each turn as bleed damage.
Oh I'm just using it for the bleed damage alone, not "normal damage plus bleed damage"
Surely I should use two gamemodifier if I want both of the effect, however I just need the bleed damage per turn. The keypoint is that, the Calculate isn't working, however if I wrote a <value>6</value> it works. Odd.
Change
to
<Attribute>CurHealth</Attribute>
with the edit to
<Calculate InternalName="Calc" ValueOwner="CastingUnit"> <Expression><![CDATA[[UnitStat_CombinedAttack] * -1]]></Expression> </Calculate>
Oh my F**K it worked! thank you parrot
I created an ability that works but only in the unit display not in game. I'm not at home currently but I created an ability that autocasts a spell that gives a unit double HP during combat. In the unit display, it is reading properly, however in the gameplay display and in actuality, the unit still has it's original HP total. If it sounds confusing, I'll pop up my code in a few hours when I'm off. It works as far as the unit display, it just doesn't actually work.
Anyone got any suggestions for this not working, or should I make a bug report? It's strange because I could swear I got units to crit with the +1 crit to army value from the champion ability.
Trained units are supposed to have no chance to crit ever. This may well override their actual unitstat.
What? So it's hardcoded and impossible to remove then? Kinda lame, crit for trained units could be a fun spell if tweaked properly.
So If I want to make a new crit stat thats actually working, what more do I need to do here? Since it's not going anywhere else for the critical strike value, it must be defined somewhere else right? (and I can't track it from this code, and haven't found anything more in the xml files)
Edit: So I guess this is a nogo unless I make an active ability calculating the unitstat value, which is not what I wanted. Is it really so hard tweaking passive abilities..?
Hey guys. I'm having yet another problem with disabling core objects from the mods folder. I was able to squash improvements through a tech prereq, but I'm having trouble doing the same for faction abilities. Specifically, I'd like to block Death Worship, but copying/pasting to the mod folder and requiring the Never tech doesn't seem to work for me. Anyone have any insight?
You cannot add prereqs to the "Player" faction abilities. The game just ignores those prereqs entirely. You may increase the cost so the player is unable to choose the ability, but I do not know how to "hide" these types of abilities, without a complete removal.
Okay folks, I'm stumped. How can I manipulate the animation packs to have a clothpose for my demons? I am using the superdemon skeletons with the superdemon animation pack, but I can't get any of them to appear correctly during sovereign customization, to appear on a background card, etc. Please help.
Nevermind my last post! I figured this out. I had to play around with making an animation pack and it's come out.
While going through the core game files. It doesn't appear that any weapon or armor is using the other damage types, like blunt or slashing nor the defense to those. All Items just do Pierce and Pierce armor. Was there a reason for this? Basically I am trying to work on a larger scale mod, Based off of the Eberron Campaign Setting. I want some armors and even Monsters to be more resistant or even immune to certain Damage types. Is there a way to do this also make them take extra damage from other damage types? I have never made a mod before but have experience programming video games and scripting and so far this things have been easy but I am just wondering if things are possible.
I have made limited ranged weapons ei Thrown Daggers, Hammers, and Javelin that can be used as melee or thrown. Is it possible to add a accuracy and damage reduction if you attempt to use these skills at melee range?
I also want to make a custom Class. Can I keep the original classes and add additional ones without to much trouble? I wanted to make an Alchemist class that gets abilities to throw flasks that can do different effects like Damage, Healing or even dazing.
Any help would be amazing. I have been stumped on a few things and just found it curious that the core files only used the UnitStat_Attack_Pierce for none magical weapon damage.
They took out the other damage types to simplify and streamline Legendary Heroes. You can add them back with quite a bit of work, but it is possible to do so.
I'm not sure how one could use range choice in reducing accuracy or damage.
Got it. I've been modding a majority of the weapons anyway. To remove the core weapons without actually removing them from the core file is just need to Make the Item not equip-able and not obtainable correct? The range thing isn't that big of a deal though. I also see they removed the weight of equipment. Can I re add the weight and add an encumbrance that slows down both moves and initiative? I haven't seen anything that really does this and would like to add this feature. As far as AI goes will they use the limited ranged attacks I created. I just used the code from the throwing knifes while changing the range and damage a little.
All, that is missing is a representation of the weight a player is holding for encumbrance and the penalties are still in the elemental defs.
I wasnt sure if they completely removed it or not. thank you for all the help. i really do appreciate it.
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