Search found 790 matches
- 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.
- 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...
- 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
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
- Fri May 01, 2020 16:57 pm
- Forum: English
- Topic: Scripted bot spawns
- Replies: 12
- Views: 7902
Re: Scripted bot spawns
kinda
- 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
- 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
- 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
- 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.
- 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?
- Fri May 01, 2020 9:09 am
- Forum: English
- Topic: Wild animals hitpoints and skulls location
- Replies: 25
- Views: 20321
- 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
- 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
- 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.
- 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?
- 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.
If they are similar to single player campaign ones, maybe you should rename them completely.
- 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 ...
- 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...
- 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 ...
- 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?
- 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
- 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
and yes, if you take control of them and level them up manually, that's certainly not doing automatically by killing anything
and yes, if you take control of them and level them up manually, that's certainly not doing automatically by killing anything
- 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
- 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
- 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.
- 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?
Anyways, why would it help you a lot?
- 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