Posts: 534
Threads: 1
Joined: Dec 2019
(May 17th, 2022, 20:52)Suppanut Wrote: Are you sure that movement 0 unit would not lead to no action allow?
0 or less moves allow no action in combat. Such a unit is skipped. The tower must be a ship.
May 18th, 2022, 07:24
(This post was last modified: May 18th, 2022, 07:26 by Suppanut.)
Posts: 1,030
Threads: 13
Joined: Nov 2020
(May 18th, 2022, 00:53)Slingers Wrote: (May 17th, 2022, 20:52)Suppanut Wrote: Are you sure that movement 0 unit would not lead to no action allow?
0 or less moves allow no action in combat. Such a unit is skipped. The tower must be a ship.
"The tower must be a ship." what do you mean?
Tower-like thing I planned is a tree summon as combat summon. I plan it to be immobile coming with resistance for all and able to shoot sprite-like magic range if possible. Even with it not able to do attack, I think it still worth while make it as tree that buff the rest of caster's units and take a lot of damage to put down as it still able to serve as conduit for caster in combat.
Alternatively but more difficult to implement would be make it 1 movement but that would require sprite animation.
May 18th, 2022, 07:44
(This post was last modified: May 18th, 2022, 08:25 by Suppanut.)
Posts: 1,030
Threads: 13
Joined: Nov 2020
I think some features suggestion for further modding.
1) Overland field summon type spell type similar to floating island. I and Zitro think about summon sea creatures for a while but we decide that floating island too important early game to give it up. So I think in future version there should be feature to create spell that could be summon on tile like floating island
2) Attackable immobile creature. it might not make sense in most case unless it is combat summon but there should be creature type that immobile on its own. It could be tower, it could be tree. If action demand movement point, perhaps create unit perk that make unit immobile but have movement point might be solution.
3) I think there should be more option of moddable movement type, I have idea about sea creature that move faster at sea but sluggish on land if they could move on land but current modding option still not make it possible.
4) I think there should be method to detect unrest or unrest-related factor in other script file.
Posts: 534
Threads: 1
Joined: Dec 2019
(May 18th, 2022, 07:24)Suppanut Wrote: "The tower must be a ship." what do you mean? Really not? Oh, well, ships in this game have "Sailing" movement. As in the real world, they don't move on land even if they have move points. But you can use them to attack something ranged or melee. So the ships sit on land like ducks... or towers or trees... Maybe we should start a thread about modding questions?
May 18th, 2022, 14:06
(This post was last modified: May 18th, 2022, 14:08 by Suppanut.)
Posts: 1,030
Threads: 13
Joined: Nov 2020
(May 18th, 2022, 13:37)Slingers Wrote: (May 18th, 2022, 07:24)Suppanut Wrote: "The tower must be a ship." what do you mean? Really not? Oh, well, ships in this game have "Sailing" movement. As in the real world, they don't move on land even if they have move points. But you can use them to attack something ranged or melee. So the ships sit on land like ducks... or towers or trees... Maybe we should start a thread about modding questions?
I see. but this would lead to funny situation when my tree floating freely at sea too. But then, it is good as temporary solution, thanks for for suggestion. But then, is it possible to summon sailing unit on land?
Start thread on modding question? Yes, this is great idea.
Posts: 224
Threads: 4
Joined: Sep 2019
Is the main screen supposed to be showing 1.04.03 rather than .00 after the latest update is applied? I applied it manually, rather than through the online update function, but the screen still says .00
Posts: 1,030
Threads: 13
Joined: Nov 2020
(June 26th, 2022, 18:20)JustOneMoreTurn Wrote: Is the main screen supposed to be showing 1.04.03 rather than .00 after the latest update is applied? I applied it manually, rather than through the online update function, but the screen still says .00
You need to update CoM for windows and then fresh copy it as in process of mentioned on how install it. Just overwrite old one is not enough due to Seravy was the one who update EXE file, not me.
Posts: 10,492
Threads: 395
Joined: Aug 2015
Posts: 1,030
Threads: 13
Joined: Nov 2020
Would it be possible to count combat turn in script of version 1.4.4? I want to create spell effect that get stronger each turn after enchanted.
Posts: 10,492
Threads: 395
Joined: Aug 2015
Too late, it was already sent a few days ago.
Maybe in the next update.
|