As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
Random questions COMII

Turn on debug mode and in log.txt you can see the amount of damage deal by various armies and damage types. Otherwise no, I don't plan to write a book about that. (I mean it's 1125 lines of code so it's quite hard to explain...)
Reply

I see, well honestly I do hope you can make it less useless though. Right now if a player turns it they are basically groping in the dark.
Reply

In theory it should give results similar to a normal combat, except for a few less common special abilities like Stoning Immunity.
Reply

Neutral units do not receive turn-based ep. Is that intentional?
Reply

Is it okay to post in this forum a cheat engine file to edit an active game that I made? (spellbooks, retorts, spells known/researchable, mana, gold, spell skill)?
Reply

From my friend's game, it seems like raw stats are valued much more than figure count by the Army graph. Is this true? How exactly is the graph calculated?
Reply

Is there any way to disable unit entry in units.ini without replacing that entry with something else or set requirement of unit to require buildings which race could not access to it?

I now disable dwarf halberdiers (due to they get arquebusiers unit instead in warlord mod) by make its require wizard guild which dwarf not able to build (not possible to disable with id of trade goods (1), housing (2), or non-existence id like (0) or (38), but then this unit still appear in game as mercenary for recruit, is there any other way to disable them or disable them and also disable them from mercenary pool?

Alternatively, in version 1.2, mercenary-only units are possible by designate dummy unaccessable building for all race (new building id) as their requirement by taking advantage of this feature.

Is it possible to set building condition for trade goods to require some building to be built first?

And is there any special requirement code for buildings and units apart from on the coast (110) and forest tile in vincinity (101)?
Reply

Make the unit fantastic arcane then it can't appear as a mercenary and without a spell to summon it, no one can create any, and arcane also doesn't appear in lairs or as monsters.
Reply

(August 29th, 2021, 01:25)Seravy Wrote: Make the unit fantastic arcane then it can't appear as a mercenary and without a spell to summon it, no one can create any, and arcane also doesn't appear in lairs or as monsters.

Are you sure this is a good idea? as This means it could appear upon arcane surge event like I have seen magic spirit spawn across the map the before in such event.

"Magic surge spawning summon units" event occur based on racial realm or occur based on unit id? If it is based on racial realm, I may end up create many unsummonable monster id for such event for arcane or other realm as as ghost ships, leviathan, etc.
Reply

Oh, that event.
You have two options.
1. Add transport ability. The event cannot create those to skip Floating Island.
2. Set the laircost value very high so the event cannot ever afford the monster. The highest cost monster allowed depends on turn count.
Reply



Forum Jump: