Have we figured out exactly how to make multiple prereqs for a tech an "and" condition rather than an "or"?
Aerion Istari
[quote who="viperfdl" reply="104" id="2865924"]I would like to see a tag for hero & sovereign level so that it can be used for calculations of spell and weapon damages.[/quote] This is a big one for me too!
viperfld, I don't know of one that specifically references level. There isn't one in the CoreUnitStat. HF, any idea how the game keeps up with champion's level? You can try this: &nbs
BTW, Heavenfall. Thanks for all you do to help us! You are a prince among men!! Anyone know why my High Elf race has no body types in sovereign creation? Nevermind. I found the animation pack. And with this, I have Character Creation working. Now let's see what I can do with equipment. With luck, I'll inherit everything from CPELF and be golden!
If I'm creating a high elf female, how does the game know to allow only hair styles for a high elf female? On a sudden inspiration, I created a high elf female to see what UnitModelType she was given at creation and she was created as a KingdomFemale. Any idea how I get her to create as a HighElfFemale?
Question: Where does the ModelUnitType come from? For example, your Elf model unit types are CPELFMale and CPELFFemale. How does the game go from CPELF race type, to CPELFMale and CPELFFemale? I guess my problem is, I've created a bunch of High Elf hair styles, but those are not showing up in Sovereign creation. Instead, I'm getting all the generic Kingdom stuff.
[quote who="Heavenfall" reply="202" id="2863385"]Check out racetypes, they define such things.[/quote] Got it. Thanks.
[quote who="Heavenfall" reply="200" id="2863336"]You're trying to create s sovereign using the angel? Not possible at this time.[/quote] Why not? More importantly, since I'm using Angels as my "model" for high elves, what to I need to do to make them appear as possible sovereigns?
Hey, HF. When I start a game, the Angels race is not visible as a race I can create a character in. Whassup wi dat?? :)
It would appear that that mana is now a resource meaning it's at the player level. I found a building that increases the Mana Resource and can do so per turn. Has anyone run across a player level flag that determines the rate a faction gains mana?
Does the A_ManaRegeneration AbilityBonus still control how fast your faction regenerate mana?
I see the tag UnitStat_Essence used on some artifacts in the Artifact mod. I thought all Essence stat did was "Turn On" the spellcaster ability?
Question: As far as the 1.1 changes, what XML tags and so forth works as far as affecting mana regeneration? Before, you could increase essence and even add mana regen in tactical situations. What still works and what's now broken? What is new?
Please do.
I think I'm going to create a one-off of the elves, called high elves. Biggest difference will be appearance. Might slightly change the race attributes too. Question: Is there a way to disallow a race a certain type of weapons? For example, elves not being able to equip any club, mace or hammer type weapons.
Here is the fix for bows in Artifacts. (click on External Link above) Sorry for the double post. Seems to be some delay in new posts being added sometimes.
Here is the fix for the bows.
Thanks!!! I knew it must be something simple!
Heavenfall, I'm attempting to adapt my Mod to 1.1 and Expanded Factions (Great work BTW). My custom faction is a faction of Elves and uses the CPELF tech tree but with a few of my techs added on top. Shouldn't I inherit the Elf improvements?
I'd like to see a few more variations on the "Tree" crest for elf factions.
As I tell the business people where I work, "there is no such thing as a risk free code move." I rate them by risk level, from "low risk" to "high risk". And I'd recommend firing any programmer that has any objection to a code review. I've been programming 20 years, and I welcome code reviews.
The AI element in diplomacy I always find lacking is the ability to tell an AI opponent "Do THIS or else I'll do THIS". In other words, give me city NewCity or I'll take it and two more or I'll declare war and wipe you out.
[quote who="Heavenfall" reply="8" id="2828765"]Not yet. When they are, I'll put them in this mod. Edit: The reason that I haven't is because elves require a much more significant effort than these factions. Essentially, for these factions, I just need to copy armor values. For the Elves, I need to copy armor, weapons, mounts, clothes, buildings and 10 other things. I'm almost certain a lot of those things will change between 1.09n and 1.1. So, I'm holding off on updating elves unti
Are the elves converted to 1.1?
[quote who="Magog_AoW" reply="2" id="2827758"]Hehe great smiles on those little buggers. Looks like happy goblins. Nice work btw. [/quote] They're constipated.