Skaven Design and Ideas.

no, the <bSOMETHING> signifies it is a boolean value, i.e. true(1) or False(0).
 
It seems that a lot of your tags seem to be in different spots and include other tags that dont exist, at least in the version of warhammer I have. The code might think that one of your tags with a 1 in it is actually another tag that can't have 1 for a value
 
i think thats the case with the miscast tag and the immobile tags in the spells. the immobile tag is supposed to render the unit the spell was cast on immobile by putting a 1 in it, but the spell always miscasts if i do :s
 
you can't alter the positions of xml tags without editing the sdk as well. But you definitly should check if all tags are in the correct order(match the xml schema). You typically get a clear errormessage about that from the game though.
 
So, like I'm saying for all the other civs, could you please list the UUs and what units they replace? Thanks.
 
I was thinking about the warp token discussion that you guys had earlier. I do not know whether or not you are going to implement this or not. Here is my idea. Maybe you could have the Skaven mages have a cargo value of I donno, between 1 and 5. This would allow them to carry warp tokens which could themselves cast some sort of buff affect, such as improving their spell strength, boost their caster level by one for each token that "casts". Give the mage a chance of death for each warp token and let the skaven spells fly baby!!!!!!!!!!!!!!
 
I was thinking about the warp token discussion that you guys had earlier. I do not know whether or not you are going to implement this or not. Here is my idea. Maybe you could have the Skaven mages have a cargo value of I donno, between 1 and 5. This would allow them to carry warp tokens which could themselves cast some sort of buff affect, such as improving their spell strength, boost their caster level by one for each token that "casts". Give the mage a chance of death for each warp token and let the skaven spells fly baby!!!!!!!!!!!!!!
thats a great idea. needs some fine tuning but i think it holds promise.
 
use the tokens as I imagine scrolls potions and charms would be used...the AI might be able to use that much more reliably. :D
And avoids lots of extra work. :thumbsup:
 
you guys are planning on having items a la FFH2 right? Then AH's suggestion makes more sense. Oooh I can't wait to nuke scores of my own mookish skaven mages.
 
...DL...??
I was actually agreeing with you, not trying to provide an alternative concept...
I probably mis-understood your idea.

Your idea was to have the warptoken-item have an one-use spell that affects the sorceror carrying it?
(with varying degrees of success/failure, as all warp-relatedthings are)

several can be carried (as magical items) and thus more than one can be used in a given turn.

use 1 : if hascast, 75% reset bHasCast if >0,
else 75% spell power small buff,
25% caster is stricken with ...something bad.
use2: (has L1-buffpromotion) additional chance of 'bad stuff', but also better buff.
use 3 : odds add up to chances of something disastrous happening.
etc

some buff ideas wear off after casting, some automatically after 1or more turns etc

'something bad' can range from death to warpspells affecting caster to mutations.
or just a spellfailure and damage.

---
Are there benefits of using items over using promotions for the tokens?
The promotion mechanic is already written for the most part.
Hmm Maybe if the AI cannot get it's casters to collect tokens by spell, maybe producing items that will be converted to promotions upon pickup will work...
 
the current system for skaven warptokenmagic:

any skaven spell requires a certain number of tokens and should remove that number of tokens when cast.

a skaven caster needs to cast 'getToken' on a warpstone tile (not sure whether cities with acces to the WS-resource work too, need to test that. or add it if not)
the caster then gains a tolen-promotion, a second 'getToken' will bump this up to add a 2nd warptoken promotion.
(there afaics are no limits based on casterlevel), (token2 or 3 do not require a token 1 or 2, which i find strange, but if it works... second '?' is that tokens are disspellable.)

--
So, if I understand correctly sentiments go out for a new system, that does

a) require no longer the tokens to cast a spell, but will use them instead to buff chances of success and temporarilly increase caster power.
This would mean, even if the AI ignores them, it has a base chance of success anyhow, which we can easilly bumb up. (cheating AI is the norm in civ)

b)builds tokens as an equipment-unit.
With an additional step of complexity also adds potential problems, but problems we are commited to overcome: "we require items!".
also fun: other civs may acquire tokens and use them. :D

will we use carried-item-units concept or Ffh-style equipment promotions as now implemented for keeping track of unused carried tokens?

...thinking...
 
The Council of 13 have a -6 diplomacy modifier if you have warpstone ("you use warpstone" blah). Rather odd from a warpstone munching race. How about a -1 modifier instead - "You use warpstone and dont give us any"?
 
The Council of 13 have a -6 diplomacy modifier if you have warpstone ("you use warpstone" blah). Rather odd from a warpstone munching race. How about a -1 modifier instead - "You use warpstone and dont give us any"?

didnt notice that, and i also noticed that civs that use warpstone still have -tive relations with anyone wlese who uses it. im not sure how to fix that.
 
the negative modifier is normal, even for skaven,
that warpstoners give eachother a neg modifier is a bit odd though.
I'd like to have skaven largely ignored politically though.

edit: ah, you mean the counsil is complaining about you having it...better give it to them then. ;)
it would be better to get the modifier only when actively mining the resource - with a refinery - or
when using units that require warpstone.

About that other problem:
"you are using warpstone".
"no I'm not, we just live on top of a cursed pit"
"Never mind, we want that too, perform any death rituals your race requires."
how about a national wonder/ritual to get rid of any warpstone in a civ for ever?
 
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