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How to give champions permadeath?

How to give champions permadeath?

Hi folks,

(This is for 0.8 LH btw)....

Wondering if anyone has any bright ideas on this one.... I am trying to create some units that are basically the equivalent of a Sion, but can cast spells.

Now, the problem is... if you copy the Sion unit, then give it an ability that unlocks spells, such as Fire1 or whatever... they can't cast them.  When you go into tactical combat, the Spells button is deactivated. 

It seems that to cast Spells (rather than activate Skills via Skills button) you have to set <IsChampion>1</IsChampion>.  That's fine... except as far as I can tell this tag does 3 things:

1) Allows the unit to cast spells (if they have appropriate abilities)

2) Allows them to empty goodie huts and equip special items

3) Makes them not die, i.e. they get given an injury and return to city instead of permadeath.

I would like to have a unit (kinda like a Sion) that has 1) and 2) but NOT 3).

I have tried this approach:

https://forums.elementalgame.com/428191/page/1/#3191297

However when I tested it, I found that even though the unit was given "permadeath" trait with a -300000 hit point modifier.... it still survives.  Seems that the hit points get rounded up to 1, and the unit lives on to fight another day.

 

Anyone got any ideas on how it might be possible to achieve this?

 

Thanks.

44,837 views 30 replies
Reply #26 Top

Quoting parrottmath, reply 25

An attempt at this spell that Frogboy suggests has lead me to the following conclusion. He must be laughing because I've killed my sovereign I don't know how many times trying to get a semblance of this spell to work. In strategic mode, just in case anyone is curious, <ApplyToRadiusCenterOnly> seems to work only for certain spells types.

If that can be achieved, you are one of the very few who can do it. Good luck! :)

Quoting parrottmath, reply 25
The only other things that I can think of to accomplish this is to work it in two different spells. The first spell would kill the champion and give an item to the sovereign, which stores the essence of the champion sacrificed (although I don't know how to store levels or give an item that is level dependent of the champion who died), and then use that item to distribute the XP to all champions on the map.

I'll have to think on this further if I want to try to produce this effect, but at the moment, strategic spell calculations do not reliably work at the moment (bug??) as several core spells use these calculations, but don't actually work because of this calculation problem.

Without being able to use calculations that seems very very difficult...

Reply #27 Top

does anyone know if setting creature type to champion and is champion to 0woudl have any effect ?

I will try it tonight

 

<CreatureType>Champion</CreatureType>

<IsChampion>0</IsChampion>

Reply #28 Top

Yes. Spell targets use CreatureType

IsChampion is for shopping and equipment and basic usage purposes.

Reply #29 Top

in my current game,  I keep defeating an AI hero after he destroys the same resource again and again and again.

Like an annoying fly that just won't go away.

I would love to have a way to perma-death AI heros.

 

Reply #30 Top

Somewhat OT question, but is there any way to do the reverse of this?


1. Prevent a target from disbanding

 

2. If a target dies, prevent it from getting any negative attributes?