Replicators

Replicators

Joined Member # 2491431
48 Posts 181 Replies 8,520 Reputation

I am playing the crusade expansion since my friend doesn't have the 2 newer ones After a bunch of testing, it seems if I have too many ship designs from either workshop or my own, when I host a game, it crashes with no error messages immediately after the game loads. (after lobby, etc). This only happens in multiplayer. How I came to this conclusion is two fold. I tried hosting a game with a ton of custom ships from workshop, it took forever to load in multiplayer, and

0 Replies 3,844 Views

[quote who="pacov" reply="547" id="3494733"] Anyone else getting into worlds? Been watching a bunch of the rebroadcasts. http://www.twitch.tv/riotgames also rui - I think I have it sorted so you can post links again on my stream. [/quote] I hear Janna has made some shockwaves through the community in Worlds. I just fear she might receive the nerf hammer soon becaus

3,031 Replies 8,374,152 Views

[quote who="pacov" reply="506" id="3491968"] Should be happy times with all the cait's popping up with the skin at any rate. Love me some cait/janna. Anyway, I'll add ya buddy and get you into the mix with folks. Good fit for me at any rate as I've been obsessing on adc lately. I'll add you as well Raynman aka DuderNerdRage. [/quote] I like Cait, she can zone by herself.

3,031 Replies 8,374,152 Views

[quote who="Seilore" reply="2" id="3490575"] Quoting EleventhStar, reply 1 line of sight? what does that do in space [e digicons]:D[/e] other side of planet/star, however being you have to attack the tile next to you this is not an issue as everything is in line of sight. [/quote] </p

4 Replies 3,608 Views

Large modules that take up a lot of space[so it encourages you to have dedicated support vessels] that provides a fleet wide bonus. Or even have its own area of influence for other fleets. Modules functions include: + Weapon dmg + defense values + Movement speed + Repair rate + LOS + Influence + Range etc...

4 Replies 3,608 Views

[quote who="Primal_Savage" reply="5" id="3481231"] not 1 at a time per caster, since the game is already set up like this) How about using a ResourceType + Improvement? (e.g. Wild_Dragons + Camp_FellDragon). You can unlock the resource (CreateResourceHoard) through an Event, a GoodieHut, an Improvement, a Spell, etc [/quote] D'oh, 1 at a time per caster :/ Double D'oh, I just found the canstack tag on almost ever

8 Replies 44,249 Views

[quote who="Primal_Savage" reply="3" id="3481223"] *edit* Holy quote block mess!!!! I don't know how to undo this! Remove all the references in the quote tags. For example (Without the dots): [.quote]text[./quote] [/quote] Tyvm, so would 0 work to limit the dragon summons in the strategic map to 1 at a time?

8 Replies 44,249 Views

You mean forever, even if it dies? Create a hidden "New Resource". Give 1 "New Resource" to all factions (Using an Ability or an Event). Use that resource as a SpellResourceCost. Alternatively, use CasterMustBeSov tag, have the spell summon the creature, but also have it UnlockUnitAbility ABC. Use RestrictedAbilityBonusOption ABC as a spell Prereq. Result is your So

8 Replies 44,249 Views

1. Is there a way to limit the number of a particular strategic summon[say a dragon] to 1? 2. Is there a way to summon the same creature in tactical battle multiple times? It just currently says "This unit has already used this spell" or something like that. 3. Is there a way to change hair color of a sovereign with a trait? 4. Is there a way to extend the hotbar to fill the entire width of the screen?

8 Replies 44,249 Views

[quote who="Primal_Savage" reply="3" id="3480584"] It seems to switch the way values are accounted for so your next four GameModifiers end up being enemy "healing" spells so they do nothing since you can't heal enemies. You would probably be better off creating a new UnitStat_Attack_Replicators than using CurHealth. Might also want to look into MinValue/MaxValue [/quote] Alright, thanks!

4 Replies 33,603 Views

Fantastic responses guys! [quote who="abob101" reply="5" id="3479485"] And if you want to stop them casting spells also, you'll want something like this from spell Silence... Unit PreventSpellcasting Silenced 3 &nbsp

8 Replies 53,808 Views

[quote who="abob101" reply="1" id="3479474"] If you make them Stunned, that should stop them retaliating... I think. If not set Counterattack to zero. Combine that with effects like setting Move, Dodge to zero etc. Should work. [/quote] [code="xml"] TacticalUnit</ModTyp

8 Replies 53,808 Views

Is it possible to create a spell that freezes a unit in battle? Gameplay effects should be that it cannot move, it cannot attack, it cannot dodge, and the part that I am stuck on, it cannot retaliate. How can I get about in doing this? Visually speaking, would it be possible to pause the idle animation of the unit for the duration of the freeze? Maybe apply a blue alpha over the textures too? I'd also like to add a featu

8 Replies 53,808 Views

[quote who="Primal_Savage" reply="1" id="3478695"] Add this to champions (Or create an ability that does this and add the ability to champions): [/quote] Thanks a bunch! My only concern now is this: I want to have the sanity system only apply to One Champion in particular. All other champions when recruited, should they get injuries, should have no impact on the sanity resource. &nb

10 Replies 49,896 Views