Figured we needed a thread for questions that didn't need to take up valuable room from talented mod'rs.
N/A
So for the immune to the disperse stack bit, you could simply set a calculation environment to have a radius of 0 in the calculation department.
Try changing the gamemodifier to
<GameModifier> <ModType>Unit</ModType> <Attribute>DisperseStack</Attribute> <Calculate InternalName="Calc" ValueOwner="Target"> <Expression><!CDATA[[UnitStat_ImmuneToTornado] < 1]></Expression> </Calculate> <Calculate InternalName="Radius"> <Expression><!CDATA[[Calc] * 4]></Expression> </Calculate></GameModifier>
If the target is immune to tornado you get may lose grouping (not sure), but the dispersed stack will have a radius of 0 and hence not move. Otherwise the spell should work as usual.
If this doesn't work, try setting it so you have a radius of 1, although not idea the units are not everywhere and you can set resistant to tornado instead of immune. In fact that would be a decent ability to attach to golems and other large creatures that shouldn't be whipped about by tornado so much. Hope that works, I haven't tested it.
Well then you are left with setting up the following...
Give the ability to resist the spell.
<IsResistable>1</IsResistable>
add the <IsForSpellResist> tag for the game-modifiers you want to keep if they did not resist the spell.
This leads to the problem that you are forced to utilize the spell-resistance stat, which is uniform and I don't think can be changed to other damage forms.
You can also force the game to not be able to target particular units, like beasts... but I don't think you can create a new creature for this targeting unfortunately.
At this point I do not know of a way to make a target immune to strategic spells and not tactical spells... If there were a way to turn off magical immunity during tactical battles I do not know it. But there is a way to make a creature more resistant to spells on the strategic vs. tactical battles, I would point you to combine some of the effects of noble-legacy and shadow bolt. This could be used to raise or lower spell resistance during tactical battles, while leaving a uniform resistance on the strategic map.
Is your purpose here to remove the use of tornado as a spell, because you can just remove the spell and substitute it with another spell in its place. Save you time.
How would you go about making city buildings not take up land space on the strategic map? Not all improvement just certain ones. I am just trying to play around with some ideas a little to see how it works. Do I remove the art assets or is there another way to just add a modifier to the city hub?
Ok, I have been experimenting again for fun while we wait for more information on the next Elemental game. I can disable the graphics for improvements but I was trying to figure out if there was a way to redesign the cityhub to work like an outpost such that the improvements appear within the tile with a few exceptions. The exceptions are things that would normally take up extensive space, like farms. Any help here on what needs to be changed within the art files would be appreciated.
Wincustomize was set up for Stardocks skinning library. Brad added a section for the FE community to place things up there, but I'm not sure how active it is at the moment. Stardock would give you a better answer on usage.
Let me pull out my modding guide to LH
The <LorebookIntroText>
is what shows up right as you start the game. The picture of your newly created sovereign and this book with a background story, that story is the <LorebookIntroText>
The <PopulousName>
I think is from WoM days (not sure). It might be used in diplomatic flavor text (not sure). I don't think there is any major use for this as there are only two choices Men / Fallen (again not sure)
The <Spellbook>
Where did you find this particular tag? I can find <SpellBookType> or <SpellBookRank>, which are for abilities definition tags.
<CombatRating>
In a way yes you can utilize this in the same way if you are of the same combat rating as a monster you get a cetain xp, if you fight that same monster group of same level but you are a much higher combat rating, you get less XP for the fight. Combat rating does have an effect on XP gained. (Don't know if they have changed this with the more recent iterations)
</Spellbook> is a leftover tag from E:WoM and I don't know if it is still active or not.
All of Stardocks forums are connected and I do have a subscription to this thread (how I keep up on all the latest questions on Modding).
That folder is for the tiles you design for the game using the workshop. The game will read this folder and allow you to edit these tiles in game and such, similar to the unit folder.
Hmm, sounds rather involved, but I'll see what I can do. That may have to be a project for another day.
Primal do you happen to know if that works from the mod folder.....? Been meaning to test it just haven't got around to it.
Thanks.
I do believe it works from the mod folder. I thought I tested it awhile back and got some semblance to work. Did this when I was transferring my summoner mod over from FE. But decided against such a drastic step.
Thanks pm.
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