Everyone saying game is smooth should try using FRAPs or similar program and look at frame rate when cities are around. I mean, it's not FPS, so even 10-20 frame rate could "appear" smooth, especially if not scrolling much.
player1_fanatic
There is one issue here: Models for Traveling and Longstrider Boots for 3 fallen races (exempt Wraiths) don't fit to their male unit models (they are too small and clip with legs). That's probably the reason why there was some kinda of limit to what races those boots where ment for. Although I agree it's too steep at the moment to have them for just a single race of humans.
Things to add: Some units in game don't start with default Combat Speed of 2 (introduced when patching to 1.05). This is because those units had no combat speed tags at all, so game defaulted them to 1. 3 fallen sovereigns are affected, Sentinels from Warlord trait, as well as those pre-made fallen peasants. And not to forget heroes from mini-campaign, they also get CS of 1. There may be more.
[quote who="Heavenfall" reply="23" id="2745489"]I noticed the same thing, however Bravery still didn't work (its attribute isn't accurate) If you want to look at a core spell that actually can change morale, look at Rallying Cry or Fear I fixed everything except Shield of Fire and Burning Blade (I just can't get them to work right without being able to overwrite core gamemodifiers) http://thedyinggrounds.com/Elemental/HF106_spell_Shardproof.xml [/quot
I was just messing around and did similar fix pack to shard scaling: http://dl.dropbox.com/u/10706980/SpellDamageFix.xml It only includes damage spells. And yes, it's pretty much mirrors same thing as Heavenfall's work, but with no fixes to morale or drain spells. And no edit to heal spell either, since it appears to work without any modifications. But what the heck, if I already did it for personal use,
[quote who="Annatar11" reply="18" id="2731350"]Nowhere Seems that bit never made it into the UI. It might be worth checking the equipment XML to see. I don't have access to it at the moment.[/quote] Or maybe manual has obsolete info, and that thing with matching defense never made it into final build of the game.
There is one in Movies folder of the game (BetaIntro.bik). If you have RAD Tools, you could play it. It says it's from BETA 3.
Yes, I just looked into two Ruin school spells (Crush Spirit and Drain Life), and both are non-functonal. Crush Spirit uses AdjustUnitStat attribute to adjust morale (which doesn't work). It should use IncreaseMorale attribute like fear. And Drain Life doesn't do a thing. Plus, both visual spell effects (drain and heal) are applied to target. P.S. Isn't your version of Drain life a bit overpowered. Full Int damage over old 1/8 Int
You know what's funny. That Bravery spell uses code very similar to one suggested in first post. And I bet it's the only spell for which shards bonuses work correctly: [code="xml"] Braver
Yes, I just realized that without UnitStat_Attack or similar defense tag, these spells don't do anything (by looking at Berserker spell, that has those tags set up properly). But when that is fixed, effect stays after battle, and stacks as you say. And it actually triples attack/defense not doubles (with no shards), at least for Str10 unit, since it actually adds current attack value to the base attack of the target (so strong units will get even bigger ef
About flame blade/flame shield: What tag does define what stat they increase, since I only see reference to attack or defense in those variables defined in inbetween calculations? They both calculate AdjustUnitStat, but what stat exactly? It's pretty ambiguous.
Btw, I started experimenting with Flame Blade, and noticed that calculation doesn't match spell description. It says it increases attack by 2, but instead it multiplies unit attack rating by two, and then that results mutiplies result by number of fire shards. If shards worked correctly, spell would be broooken. Attack 10 units with no shards = 20, attack 10 unit with 3 shards = 80. On the other hand, in testing with sto
Just tested Mind Blast, with same modification ( ValueOwner="CastingUnit" for 3rd calculation). And it worked properly. So it seems that ValueOwner is only used to define owner for unit attributes inside calculation (is it caster stat, is it target stat, or similar), it doesn't define ownership of currently calculated value, or other values calculated elsewhere. So calculated value, regardless of owner used in one calculation, can be used in next calcu
Anyway, I found that much simpler edit is necessary to make spells work in combat. Just add [b]ValueOwner="CastingUnit"[/b] attribute to 3rd caluculation that includes [b][UnitStat_NumIceShards][/b], and all is fixed. No need to "reformat" everything (which just makes it easier to add some typo while doing edits). As for why calculation works without ValueOwner for spell info screen, I have no idea. P.S. Are Burning Blade and Shiel
There is one thing I don't undestand. Why with original code, maximum damage for spell is calculated correctly in spell info window during tactical combat. For example, Lightning Strike with 1 Air Shard and cast with Intelligence of 15, will show 30 as maximum damage. While actual spell will do up 15 (to enemies with 0 defense).
^Yes, that's true. You get one awarded by beiong kingdom or empire. But, on the other hand, premade sovereigns can choose opposite faction and get both books.
As suggestion to Stardock, to quick fix/remove worst instances of this "feature": Resources adjacency to city should not be absorbed/encased in walls, if they already violate "not up to 4 tiles from other city" rule . Look the save I posted. If location of lost library was empty, no building could be built there due to being too close to other city. But since resources get auto-encased in walls when near the city, building the library, on normally invalid slot
Yes, border expanding is one of the hidden benefits. Level 1 cities get up to 2 tiles border, level 2 up to 3, etc...
Btw, this thread is sooo great that it deserves a sticky. It explains some aspects of gameplay that are not explained anywhere else.
I think I realized what's the issue here. It's not a bug, but very bad gameplay mechanic. Explained in this thread. In short, you can't build anything in tiles that is 4 or less space away from other city, distance counting from city walls borders, not city center. When I built lost library in northern city, enveloping it in its city walls, it invalidated all tiles that Raaminobl could build on, including th
[quote who="phazonfreak" reply="11" id="2742004"] >>>Quoting Syiss, reply 10 This is possibly one of the worst designed mechanics I've ever seen. This isn't intentional is it? >>> funny, I think it is one of the best designed mechanics I've ever seen regarding city improvement... [/quote] You are joking? Right? How can something be good mechanic, when resource pop or enclosing some resource could potentially make another cit
I have a city, Raaminobl, that can't build any structure. All are greyed out. All resources needed are present, there are open tiles. Only icon for demolishing isn't greyed out. And destroying existing buildings doesn't allow rebuilding them either. What gives? save (v1.06)
4X games had horrible AI by default at those times. And in MOM, it was worse since it has two layers, strategic and tactical to be bad at. In fact, first time I've seen challenging AI in these types of games was with Civ3.
What's the benefit of leveling cities, exempt getting bigger people pool for army, and unlocking new buildings. Currently, in my game, I have several cities that don't produce anything that would benefit them elevating to 2nd level. No gold, no iron, no higher level buildings worth building. Isn't it just better leaving them at 1st level, to not eat extra food they don't need. Exempt if there is some hidden benefit of having them at higher level.
Look here: https://forums.elementalgame.com/393532