Somebody said:Just change the result of ti_on_agent_hit to 0 or use agent_set_no_death_knock_down_only
guspav said:Somebody said:Just change the result of ti_on_agent_hit to 0 or use agent_set_no_death_knock_down_only
I have actually tried doing the ti_on_agent_hit thingy, but I just get smacked over the head and normal damage applies.
here's the code:
common_battle_diamond_skin =(
ti_on_agent_hit,0,0, [
(store_trigger_param_1,":target"),
(agent_slot_ge, ":target", slot_agent_diamond_skin,1),
],
[ ])
that piece of code IS activated at every applicable mission template.
I thought the agent_set_no_death_knock_down_only made agents just unable to die but to be knocked unconscious, just like heroes?
OMG YEA!!!guspav said:I'm still making some new maces and morningstars and I haven't really added them to the game itself, just to the brfs, so that will have to wait a bit longer.
However, I managed to resize the Calradia map and made it 2x bigger, that will allow all factions and spawn points to be a bit more loose and hopefully offer more space for a couple of new towns, villages and castles for the new factions and for the upcoming (not necessarily in the next version, but soontm) dungeons and special quest sites.
I have already repositioned all castles, towns, spawn points and bridges, but the villages are still left and that is a lot of work since there are 145 of them, but once I have some spare time, I'll get to that really tedious work.
guspav said:I'm still making some new maces and morningstars and I haven't really added them to the game itself, just to the brfs, so that will have to wait a bit longer.
However, I managed to resize the Calradia map and made it 2x bigger, that will allow all factions and spawn points to be a bit more loose and hopefully offer more space for a couple of new towns, villages and castles for the new factions and for the upcoming (not necessarily in the next version, but soontm) dungeons and special quest sites.
I have already repositioned all castles, towns, spawn points and bridges, but the villages are still left and that is a lot of work since there are 145 of them, but once I have some spare time, I'll get to that really tedious work.
portador de nanismo said:Awesome. is there any chance of that meaning new territory for the current races? The wood elves and the drow feel very 'cramped'. A forest island or something would be great for wood elves and maybe we could find a nice spot around the desert and mountains for the drows.
SmurfInHell said:Bump for New Question:
I was wondering if you could give some screenshots and more information on the changes for Elven armor / weapons. I'll list a couple to get you started; if there is anything else feel free to add it.
1.) Since the armors have had to change what can we expect aesthetically?
2.) We know that each tier of unit had certain armor pieces they used that gave specific sets of armor value SO can we expect to have these new Elf armors to have similar stats? Can this be said about the weapons too?
3.) Do you think the new changes to the Elves should make them a faction that is much more interesting to interact with? From personal games I have very little "Elf Battle Experience". I've normally tried to keep them absolutely away from me, and thus I know little about the balance of the Elves. Do you think that with the ability to actually fight them people will start thinking that they are actually Overpowered/Underpowered? Why or why not?
guspav said:1.) The armors haven't really changed. Some of their LODs have been recalculated to make them more efficient, but still they take longer to load in game shops for some reason I haven't determined yet. If you know of a OSP or a mod that could contribute to our elven armors to replace them, that would be very welcome (I actually pmed the forgotten realms mod team, but got no answer).
2.) Since the armors haven't changed, the stats are the same
3.) When I playtest I sometimes do use elves and they don't seem to lag the game. As a faction, I think elves are pretty powerful and very balanced: they have good archers, good mages and decent archer cavalry. Their infantry is composed of fighters who use swords and bows, spellswords who use swords and magic and clerics who use swords and shields plus their cleric spells. I am guessing their weak spot would be on the cavalry side and the low magic resistance, so a heavy cavalry army with mages would be dangerous to them. With the implementation of the darkness spell, drows will also wreck ranged troops so I am guessing elves won't be that effective fighting them.
guspav said:I am using vanilla's maximum:150