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  #1  
Old April 13th, 2007, 05:24 AM

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Default Couple questions

I have 2 questions on, well, modding:

1) is #reinvigoration broken? Searched the forums for it but havent found any mentions, so either nobody tried it out, or those who did got it working. I am trying something simple like #reinvigoration 2, but when i start the game and check the recruiting screen, no reinvigoration icon appears in the unit skill icon list.

2) Is it possible to mod a non-commander unit so that it casts a spell (e.g. something that casts only Fireball)?
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Old April 13th, 2007, 05:43 AM

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Default Re: Couple questions

1) No idea. Never tried it.

2) Sort of, although I'm not an expert on this. Weapon modding is something I'm not great at. You can give them a weapon which has the properties of fireball I suspect, although this usually only works out if that 'weapon' is already in the game. It's worth noting that area of effect and secondary effect always don't really work properly.
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Old April 13th, 2007, 05:43 AM
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Default Re: Couple questions

1) It is probably there. There is no icon for reinvigoration, to check if it is working properly, right click where your fatigue number is listed and it will bring up a subscreen. That subscreen will say "Extra Reinvigoration" or something to that affect listed right under current fatigue. This information may be actually available by right clicking encumbrance, I don't have the game open in front of me atm, but it is one or the other.

2) This is possible sorta. The way to do it is to create an attack with the same attributes as the fireball spell. Give this attack a flysprite and explosion animation that matches what you are trying to achieve and then give that attack to the unit as a ranged attack. Have the units set to fire at enemies and they should use the attack and it will simulate a unit casting fireball. I am fairly certain you can even set the attack to have the same range, precision, damage, aoe etc as the real fireball.
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Old April 13th, 2007, 07:34 AM

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Default Re: Couple questions

Except that #aoe and #secondaryeffectalways don't actually work properly ;]

That was worth repeating methinks.
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Old April 13th, 2007, 07:38 AM
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Default Re: Couple questions

I checked that, I couldn't get the subscreen to show the reinvigoration, though, if your unsure it's working just make a creature with like 60 armour, like 5 defence and +20 reinvigoration, if the creature doesn't get tired out after being surrounded by about 50 of, well any unit you'll know that the reinvigoration works.
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Old April 13th, 2007, 08:12 AM

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Default Re: Couple questions

k guys thx for the feedback! I'll check this #reinvigoration a bit better, and true - #aoe and #secondaryeffectalways kind of don't work in many cases
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Old April 13th, 2007, 01:51 PM

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Default Re: Couple questions

Tried some tests, doenst really look like it's working... At least, i modded a huge reinvigoration, and yet the modded units were getting tired just as quickly as they would normally do
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Old April 13th, 2007, 05:47 PM
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Default Re: Couple questions

hum, how huge? the reinvigoration isn't usaly done in huge numbers so that might have messed something up.
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Old April 14th, 2007, 03:42 PM
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Default Re: Couple questions

Click on the unit's Fatigue to see its reinvigoration level.
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Old April 14th, 2007, 06:19 PM

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Default Re: Couple questions

Quote:
PvK said:
Click on the unit's Fatigue to see its reinvigoration level.
Yep i did, and shows no reinvigoration for the units i modded with #reinvigoration 2 (or 20, or 30 or everything i tried)
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