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April 13th, 2007, 05:24 AM
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Corporal
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Join Date: Feb 2004
Location: netherlands
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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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April 13th, 2007, 05:43 AM
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BANNED USER
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Join Date: Feb 2007
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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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April 13th, 2007, 05:43 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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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.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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April 13th, 2007, 07:34 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Couple questions
Except that #aoe and #secondaryeffectalways don't actually work properly ;]
That was worth repeating methinks.
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April 13th, 2007, 07:38 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
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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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April 13th, 2007, 08:12 AM
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Corporal
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Join Date: Feb 2004
Location: netherlands
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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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April 13th, 2007, 01:51 PM
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Corporal
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Join Date: Feb 2004
Location: netherlands
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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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April 13th, 2007, 05:47 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
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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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April 13th, 2007, 07:50 PM
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Corporal
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Join Date: Feb 2004
Location: netherlands
Posts: 73
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Re: Couple questions
I tried #reinvigoration 30, but still the modded units (wearing a standard full plate) were getting quite tired
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April 14th, 2007, 03:42 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: Couple questions
Click on the unit's Fatigue to see its reinvigoration level.
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