Is there any chance your build fixes the issue where using StationedUnitStatBonus can't have a calculated tag??
emmagine
I'd like to make a building require an ability on one of my champions. my code currently has the academy available from turn 1 without meeting the desired prereq. Unit_Level Governor's Academy <Description
I think you'd be better off having the 2nd trait only unlock if you have the first trait. (has first trait as prereq). Now you can have your item require just the one trait.
I've been trying to figure out how to do this for months, did you ever create a working build?
My next goal is to add some rare city upgrades in. I was trying to think of some things to do. The first thing that comes to mind is simply more powerful versions of existing upgrades. I figured a good source for ideas would be here.
change the way you're going about it? Have the quest reward an item, that would tell you what it is. "sack of 10 gold coins" you right click it and get the gold. Then you'd know what bene you got.
Only problem with raledon's suggestion would be that if they are in a situation where they cannot be knocked back, they would still utilize that ability instead of attacking. There is definitely code to run away, for some reason *poisoned* units often do. I suspect that might be a bad tag in the AI code, and the PoisonER is supposed to run away after poisoning. You could however give them a defensive ability, and have them utilize that as a
I've tried to add an ability that grants experience while stationed in a city, but there are some hard coded issues hindering me. About the best I'm going to be able to do, is have it so the governor will receive traits that unlock buildings that grant xp to champions stationed in that city. Probably to the tune of 1,10, and 50 xp / turn, at levels 5, 10, and 18. This should in no way outpace the xp gained by killing things, but still allow the governor to level up w
[quote]Or if anyone has a better idea on how I could balance it then I would appreciate ideas.[/quote] I answered the question asked. You're correct, no need to argue. Good luck with your mod.
I suppose that's kind of my point. You were apparently not getting any where with your previous direction. My second idea was simply an alteration to my first. You're correct I wasn't aware you had a second thread discussing the same topic, but that wasn't through any fault of my own. That was not mentioned anywhere in this topic. No one ever has any idea what problems you are running into until they discuss it with you. If you still fe
I've tested the essence addition rather thoroughly. I have not found any issues other than occasionally it will linger for the remainder of the turn the governor left the city in. This isn't really an exploitable issue though.
frogboy plans on adding a write up on playing with the tech tree. Personally I wouldn't presume to go above his head on that one ;)
I would have thought they would use the same subroutine to acquire values from xml, for all functions & loading them into an object, but everyone programs their own way. I wonder if we can unlock a building with leveling up somehow..... Never mind, that wouldn't work either. Ah well, perhaps this trait was not meant to be.
Is there a possibility the issue is with OwnerValue?
That's what I thought. There is something wrong here with my thinking. StationedUnitStatBonus UnitStat_Experience 1 +10 experience to stationed units / turn 10 </Calculate&
There is an ancient spell that decreases all damage done by 100%, and then charges you that much mana. I'd look there for the code on how to decrease the incoming damage. Combine that with weapons that do damage / figure, and you should be golden. I understand your frustration, however snapping at folks attempting to help you often a good way to dissuade them from making further attempts.
I really appreciate all your help heavenfall. Okay, so this works: StationedUnitStatBonus UnitStat_Experience 1 Stationed units gain 1 xp per season. 1 This doesnt StationedUni
My next question relates more to testing than modding. If I load a saved game after having changed my data files, will it use the old or the new data files?
Ok. Does the change need to go into each one? and for each level of the city? or as a city upgrades does it retain it's lower level options?
I really think you are going about this the wrong way. Why not add some champion weapons that do damage based on the number of units in a squad? Then all you have to do is beef their hit points per level at an exponential rate (if you want the size of units to scale from where they are now, to the hundreds). The other issue I think you're going to run into, is rendering hundreds of figures, and what happens when things like blizzard go off.
at one point very very early in development I seem to recall having to ship the ore you mined in one city to another city etc. But you had to manually set up these trade routes. It was deemed "unfun" by brad (back in the vanila wom days) and killed. That said, theoretically that ability should still be there somewhere.
That's a really good idea. Is there a place to put code if I want it to always be present in every city? Like The default stats for a cities production before constructed buildings?
how would I add it if it were a resource from a tile? My thought was that I could add a recourse to the city, and have the unit give a bonus to that resource. Then have the city give a bonus to xp of units stationed in it. I know it sounds overly complicated, but I can't find another way.
Sorry I explained that horribly. I added the stat UnitStat_EmmagineXPGiver Now I want to have a city give xp to the units in it based on the total of that stat of the units in the city.
I am adding a resource "UnitStat_EmmagineXPGiver" This is given to a city when a governor is in it. The step I can't seem to figure out on my own: Where do I define the resource (do I need to?) and How would I go about making the city give that bonus to the champions? Basically, I've added the code for the ability on the hero, but I'm lost when it comes to where to start on basic city functions, and resources. Thanks fo