Search found 790 matches

by MrMorgana
Fri May 01, 2020 22:42 pm
Forum: English
Topic: Scripted bot spawns
Replies: 12
Views: 7902

Re: Scripted bot spawns

Because in original game nobody saw/knew how many units and where got spawned for the 'trader goods defend' sub-quest, and no one really looked through every trigger of original campaign to find problems. How did you notice it? I would guess you saw it by having shared vision of barbarian players.
by MrMorgana
Fri May 01, 2020 17:38 pm
Forum: English
Topic: Scripted bot spawns
Replies: 12
Views: 7902

Re: Scripted bot spawns

okay, the trigger sends a command to AIInterface to use an AI attack type (RiderAttack_3 to be precise), which shall be executed. This has a predefined unit combination, which is created and allocated for the attack. But during validation and separation some of them gets excluded, because their posi...
by MrMorgana
Fri May 01, 2020 17:02 pm
Forum: English
Topic: Wild animals hitpoints and skulls location
Replies: 25
Views: 20321

Re: Wild animals hitpoints and skulls location

Needing only to use Miyagi's level 3 ability is too easy Scrat :)
The reason it is so hidden, that it wouldn't be abused (getting wild animals can be unfair under certain conditions).
Anyways, i checked it, and still works
by MrMorgana
Fri May 01, 2020 16:57 pm
Forum: English
Topic: Scripted bot spawns
Replies: 12
Views: 7902

Re: Scripted bot spawns

kinda
by MrMorgana
Fri May 01, 2020 16:15 pm
Forum: Balancing
Topic: Dragon clan nerfs
Replies: 66
Views: 43367

Re: Dragon clan nerfs

maybe we should just make them a little less susceptible against such effects, like trap effects duration on them is only 50% of default
by MrMorgana
Fri May 01, 2020 16:06 pm
Forum: English
Topic: Scripted bot spawns
Replies: 12
Views: 7902

Re: Scripted bot spawns

okay, i checked it, the units get spawned by trigger, but a different kind
by MrMorgana
Fri May 01, 2020 16:00 pm
Forum: English
Topic: Prevent player to delete building
Replies: 15
Views: 9689

Re: Prevent player to delete building

originally not, but it has been assigned to do that in MIRAGE
by MrMorgana
Fri May 01, 2020 11:15 am
Forum: English
Topic: Prevent player to delete building
Replies: 15
Views: 9689

Re: Prevent player to delete building

In MIRAGE you can do it by ticking the "Destructible" checkbox in object property windows if it is a preplaced building. If it gets created only later, you need to set that attribute to 'true' by trigger.
by MrMorgana
Fri May 01, 2020 11:06 am
Forum: English
Topic: Scripted bot spawns
Replies: 12
Views: 7902

Re: Scripted bot spawns

which units do they spawn exactly?
by MrMorgana
Fri May 01, 2020 9:09 am
Forum: English
Topic: Wild animals hitpoints and skulls location
Replies: 25
Views: 20321

Re: Wild animals hitpoints and skulls location

Scrat wrote: Thu Apr 30, 2020 22:52 pm (you can actually tame wild animals? with Miyagi enslavement or how?)
not with Miyagi, that's for sure, but i should check ingame if the method really still works. If yes, then i will show you ingame
by MrMorgana
Fri May 01, 2020 8:53 am
Forum: English
Topic: Paraworld on a stick
Replies: 6
Views: 7718

Re: Paraworld on a stick

it saves some entries in registry but it should work without them
by MrMorgana
Wed Apr 29, 2020 18:12 pm
Forum: English
Topic: point buy points in campaign
Replies: 9
Views: 12629

Re: point buy points in campaign

i think yes
by MrMorgana
Sat Apr 25, 2020 17:04 pm
Forum: English
Topic: Seas Jail idea
Replies: 37
Views: 24001

Re: Seas Jail idea

hmm, the artifact safekeeping i like, although its very OP. Maybe that's the very reason i like it. But useful, that's for sure.
by MrMorgana
Sat Apr 25, 2020 14:53 pm
Forum: English
Topic: Seas Jail idea
Replies: 37
Views: 24001

Re: Seas Jail idea

so, what is your current idea for other jail model?
by MrMorgana
Sat Apr 25, 2020 13:05 pm
Forum: English
Topic: Editing scape on singleplayer maps
Replies: 5
Views: 4927

Re: Editing scape on singleplayer maps

Hmm, what are the names of those mp. campaign maps?
If they are similar to single player campaign ones, maybe you should rename them completely.
by MrMorgana
Sat Apr 25, 2020 12:59 pm
Forum: English
Topic: Seas Jail idea
Replies: 37
Views: 24001

Re: Seas Jail idea

Kinda now you are meant wrong, because discussion gone even to add it or not. No one already describing functionality of this building. I already found the idea what I can make by myself without help of others... Are you really sure you did it without any help of others? If i remember correctly, i ...
by MrMorgana
Sat Apr 25, 2020 12:50 pm
Forum: English
Topic: Seas Jail idea
Replies: 37
Views: 24001

Re: Seas Jail idea

Paraworldfan, many of your examples are not buildable ingame now (volcano, graveyard, horn), and seas healing well and disruptor are not unusable, and they are unique, at least more than producing units of other tribes. As far as i remember both were originally hero buildings (well for Druid lvl4, a...
by MrMorgana
Sat Apr 25, 2020 11:59 am
Forum: English
Topic: Wild animals hitpoints and skulls location
Replies: 25
Views: 20321

Re: Wild animals hitpoints and skulls location

Yes, its rarely used, because animals don't get many kills normally, so its kinda like a hidden feature. Just like that you can tame wild animals, but most of the players don't even know about it. (^_^) Anyways, sorry, but i don't feel like i should spend too much time finding that code part (as of ...
by MrMorgana
Sat Apr 25, 2020 11:44 am
Forum: English
Topic: Editing scape on singleplayer maps
Replies: 5
Views: 4927

Re: Editing scape on singleplayer maps

are you totally sure each of them overwrote their map?
by MrMorgana
Sat Apr 25, 2020 11:43 am
Forum: Balancing
Topic: New options that mirage needs
Replies: 67
Views: 50332

Re: New options that mirage needs

okay, i will make new nodes for that
by MrMorgana
Fri Apr 24, 2020 10:17 am
Forum: English
Topic: Wild animals hitpoints and skulls location
Replies: 25
Views: 20321

Re: Wild animals hitpoints and skulls location

still not answering my question :D
and yes, if you take control of them and level them up manually, that's certainly not doing automatically by killing anything
by MrMorgana
Thu Apr 23, 2020 18:09 pm
Forum: English
Topic: Wild animals hitpoints and skulls location
Replies: 25
Views: 20321

Re: Wild animals hitpoints and skulls location

Btw, it has been listed in ReadMe.txt at 2.5.1 version changes:
- Wild animals can level up on their own, if they kill enough animals/units (mainly carnivores will level up) -> they get level up bonuses and better weapons -> same goes for warden animals
by MrMorgana
Thu Apr 23, 2020 17:00 pm
Forum: English
Topic: Wild animals hitpoints and skulls location
Replies: 25
Views: 20321

Re: Wild animals hitpoints and skulls location

It was me, that is true, but you still didn't answer my question, why (or how) would it help you a lot. And same applies for it helping me.
by MrMorgana
Thu Apr 23, 2020 4:51 am
Forum: English
Topic: Wild animals hitpoints and skulls location
Replies: 25
Views: 20321

Re: Wild animals hitpoints and skulls location

Okay, i checked techtree too, and it's not there, so it has been hardcoded at some point.
Anyways, why would it help you a lot?
by MrMorgana
Wed Apr 22, 2020 19:28 pm
Forum: Balancing
Topic: Dragon clan nerfs
Replies: 66
Views: 43367

Re: Dragon clan nerfs

seas titan has speed 3, it is not that much slow, seismo has only speed 2 for example

Go to advanced search