Ok, so thinking out of the box, what can we alter?

More specifically speaking, for what I have in my mind, I am curious about the following things:

Can we...?

1. Increase the size of the tactical map.

2. Increase the size of stacks.

3. Make it so only a single unit of a given type can be supported by a city ( im guessing yes, because of the limit on Caravans).

4. Increase the size of landmass maps.

 

 

What was that? Skirmish of Magic? Duel of Magic? No... wait... it was called War of magic, was it not? Yeeehees... Waaahaar.... you know... massive armies.... waves of magical energy.... dragons obliterating entire units in one hot, steamy breath... hordes of Elementals... that kind of thing. Real war. Not a few border skirmishes.

 

 

7,387 views 7 replies
Reply #1 Top

I've tried to look for a way to increase how many units can participate in tactical combat, but I think it could be hardcoded to 9 unfortunately.

1. Yes, we can do that.

2. Yes, we can do that. (if by stack you mean how many members are in a unit, ie 3-5-7-9, those numbers can be increased)

3. Yes, we can do that. But it won't be using the caravan tags, it will be done using the unitlimit stuff for recruits from monster world resources.

4. Maybe. We can create maps of any size, but will the game run it and will the AI function on such a map?

Reply #2 Top

1. Thought so, you made a comment about that... but how :D ?

2. No, I mean can we increase how many units we are allowed to have in a stack... i.e. increase the army size beyond 9. But it might indeed be hardcoded... the only other way to alter this would be to summon more units in combat.

3. Great. This means I can make "captains", a minor hero variant to lead armies, because there will be lots and lots of stacks of troops running around.

4. Ok. Best would be to have it supported by the AI I guess :)

 

Thanks mate. Now to figure out how all this modding stuff works :) I have a few random ideas floating about... *rolleyes*

 

Reply #3 Top

We can't alter tactical maps yet because they've locked the workshop. But they were moddable in E:wom and I would bet my left ball that they will be in FE as well. I'm making the assumption that we can make them larger because a lot of space in tactical maps currently are just background environment. We should be able to build on those tiles.

Reply #4 Top

You left your ball at a bet? Ouch ;) ( its getting late here, and i spend the day coding... my brains are funny).

 

Well, all in all that's good news. I'll produce some more buildings in the E;WoM editor then and will start writing down my modding project. Should be great fun :)

Reply #5 Top

What I find cool for tactical maps is that from looking at the stinking mud spell we seem to be able to apply particle effects to a tactical tile using a spell and have that tile perform a modifier.

        <GameModifier>
            <ModType>Map</ModType>
            <Attribute>CreateWorldProp</Attribute>
            <StrVal>Stinking_Mud</StrVal>
            <Duration>-1</Duration>
        </GameModifier>


        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>SetUnitStat</Attribute>
            <StrVal>UnitStat_Moves</StrVal>
            <ApplyToTile>1</ApplyToTile>
            <Duration>1</Duration>
            <Value>1</Value>
        </GameModifier>

 

The first modifier applies a set particle effect and it looks like we should be able to mod anything we like using the particle editor, ie snow, ice, venom, lightning, etc. Fire already exists.

The second modifier allows you to modify the stats of anyone on the tile. Even if stat modification and damage are the only effects we can apply to tiles it still allows you to do a lot of cool things.

What I'm wondering is if we could apply these directly to tactical maps without having to cast spells. Then we could mod in dynamic tiles like fire on volcanic maps, ice and snow on arctic maps, and mud in swamps.  

Reply #6 Top

Can we set a random variable on the damage modifier? I would like to have a set trap option for thieves.

Reply #7 Top

Quoting DsRaider, reply 5
What I find cool for tactical maps is that from looking at the stinking mud spell we seem to be able to apply particle effects to a tactical tile using a spell and have that tile perform a modifier.

        <GameModifier>
            <ModType>Map</ModType>
            <Attribute>CreateWorldProp</Attribute>
            <StrVal>Stinking_Mud</StrVal>
            <Duration>-1</Duration>
        </GameModifier>


        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>SetUnitStat</Attribute>
            <StrVal>UnitStat_Moves</StrVal>
            <ApplyToTile>1</ApplyToTile>
            <Duration>1</Duration>
            <Value>1</Value>
        </GameModifier>

 

The first modifier applies a set particle effect and it looks like we should be able to mod anything we like using the particle editor, ie snow, ice, venom, lightning, etc. Fire already exists.

The second modifier allows you to modify the stats of anyone on the tile. Even if stat modification and damage are the only effects we can apply to tiles it still allows you to do a lot of cool things.

What I'm wondering is if we could apply these directly to tactical maps without having to cast spells. Then we could mod in dynamic tiles like fire on volcanic maps, ice and snow on arctic maps, and mud in swamps.  

 

Ooh that's an interesting idea. You could add in a Wall of Fire then... I always enjoyed spells like that... Could you also do a "Blaze"( I.e. fire when you've stepped)?

 

edit: I admit I once was a huge Diablo 2 addict, and Blaze was one of my favorite spells... I had a sorc with a Blaze skill of 35, and stacked it high!