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Re: Bugs in the new patch
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#newarmor 271 #name "Runic Helm" #type 6 #prot 21 #def -1 #enc 0 #rcost 6 #end gives my custom unit 21 prot on head |
Re: Bugs in the new patch
I cant explain it. The problem is that this effect is shared by regular helmets as well as custom ones. If you can find anything in my mods that could be causing this behavior... But its not one mod, its all 4. And its not like there is a lot of room for error in armor modding.
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Bugs in the new patch
- #siegebonus isnt working
- helms for custom units gives /2 protection |
Re: Bugs
I tested #siegebonus with the patched version. It worke. Can you post an example? Are you sure you arne't hitting the unit ability cap? Units can't have unlimited number of special abilities.
What do you mean with the latter? What are the details you see when right-clicking on Protection? What are the Protection, Head and Protection, Body values? |
Re: Bugs
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- Awe is -1 - okleader doesnt work with copystats - dt_demon isnt shown in custom weapons I'll post all the mods later tonight so you can see for yourself. |
Re: Bugs
This is VERY strange. I think it's #castledef, not #siegebonus that worked when I tested it, but I confused the two earlier, too. http://forum.shrapnelgames.com/images/smilies/frown.gif Thanks for pointing that out.
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Re: Bugs
I think Johan confused them as well. They were both bugged before the patch. Now #castledef is fixed. Actually, there is nothing in the patch notes about #siegebonus.
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Re: Bugs in the new patch
I think you may be looking at things working as intended. When a character wears no pants and a big helmet, their reported protectin is much lower than the helmet alone and higher than the pants alone. If a character wears pants and no helmet, you see displayed n average number between the pants and the helm.
I you right click on the protection value, you'll see a breakdwn of helmet and chest protection. Furthermore, if a creature has a natural protection and wears armors (pants or helm), the values add only partially. That is, the total protection on the face will be the highest of the natural protection and the helm, plus half of the lower value. That's entirely intentional, and it's there to keep Iron Skin + Full Helm from equalling 40 protection. That being said, protection shows a marked lack off willingness to exceed 27 - I think things are getting halved again aound that point. That's probably also intentional, but it does make Super Combatant Cyclops cry. -Frank |
Re: Bugs in the new patch
Trust me I'm looking in the right place. The head protection values for custom monsters are bugged.
- #secondaryeffectalways is not working - #aoe on custom weapons isnt working |
Re: Bugs in the new patch
"Small Area Holyfire" secondary effect gives Shock instead
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