It's been a bit since I played the game, I preordered LH and like what they did, what I didn't like about it though, and actually ended up allowing me to wander off after only a couple days of playing it was that the Champion Huts/Camps were removed from the game. I just liked exploring the world, seeing the various champions chilling about here and there. Decided to come back to the game, but first I'd have to see if there was any way to mod them back into the ga
WarlordAlpha
produce your archers in a Fortress with a Strike Garrison... grants Impulsive Trait.
to the max to minimize the times it saves on its own. seen far less crashes, but since this is beta, anyone else that is having crash errors after ending turn might wanna try this and leave feedback for the devs.
to each their own... i would like the option to turn the random camps on.
Don't get me wrong, I am enjoying LH. But I kinda miss exploring and just stumbling upon a champion camp and being able to Hire them. Is there anyway we can get them back into the game even sparsely tossed around? Or maybe a possible Mod to add them back in game??
ah simple enough thanks, and yeah that fixed it.
how do i disable it? lol
So I whipped up some test factions/Sovs to just get a quick feel of the new LH... Tried to delete them from the my docs folder under races and units... and the moment i restart the game the files are regenerated, and thus still in game not gone like i wanted them to be. right clicked the sov deleted it (nope its just hidden the file is still there and even deleting the hidden file regenerates it) and as far as i can tell there is no way to delete the factions in game.<b
Since you guys are tweaking heroes and how armies are set up/organized etc. any chance we can get a couple things.. 1. Tactical screen Deployment... tired of plague stalkers one shotting wussy champions or whatever cause they are in the front lines. 2. A actual "General" slot, where we can assign a unit to the command of the army, for instance.. my default army at the start of the game gains a few levels, got one of them archer units from a quest early o
ok as i figured, there would be some issues making an actual champion out of an ogre or such. didnt think about the giving them traits on level up... that could work... will have to look into that. how would i go about adding that? obviously i would copy and paste said ogre, essentially making a new mob with unique ID.. but what would have to be added/altered to gain level up traits?
Like a Young Dragon, for example or maybe a "Spider God" anyways, those are down the road... will try to keep it a lil simple atm while I mess around. Not sure where to start atm though. My main concern is the fact that champions equip stuff, I am goin to guess that might be a issue. But to start I was thinking of making a Bone Ogre champion Now since they don't have an equip set up like normal champions would it just bug out due to armor or 1h/shield type
How would i got about linking a roadbuild trait to a faction perk so it will be included as a unit design option?
Guess i should post the final "test" code of the said staff i was working on to get the concept down (havnt made any official items yet using what i learned.. right now its ALL trial and error for me and never used xml before so learning a lot and fast) eventually i'll either do a guide post or just post my final mod pack with pickables that you can use in your own mod folder or not :-P but anyways for the test run i took the Spell Staff model since it was a
Nice. working perfectly! Thanks for the help Parrottmath. Now you mentioned the Life version, is there a particle bolt effect that could function as one? or would have to create a custom one? and yeah once i added a spelldef, it worked like a charm. EDIT: hmmm maybe use the poison bow particles?
will get to work and see how it goes. as for the life based staff is there an actual white bolt particle effect? spell name? etc EDIT: hmmm so the incineration staff uses Unit &n
Ok so what I want to currently try to do is make a staff (using the Spellstaff model etc) but turn it into a Shadowbolt ranged staff (ie the ice, fire, and lightning ranged weapons) since, as far as I know, there is no staff that shoots sad shadow bolts... I am goin to have to wing it. (unless someone has an item name lol, I admit I can still start a new game and see something I havnt seen before) so wanna take the spellstaff model (gamemodifiers are irrelevent since i know h
any idea why they may not have worked putting them in their own seperate files in the mod folder? either that or maybe the initial code was crap and by scrapping it and redoin it quickly to show you guys i actually fixed whatever minor issue i had the first time? lol -_- so finicky, yeah tossed them back into mods folder... still works, so must have fixed the initial problem by starting over again to show the code to you guys lol... &n
ho hum... what the heck then.... i'll toss them into the actual core files quick :-( see what happens yeah that randomitem01 was just goin to be the item internal names of my items wanted to test... just tossed that down for the sample EDIT: yeap works now -_- musta messed something up having them in their own files in the mod folder... thanks for checking it guys appreciate it... guess im not as hopeless as
i scrapped the code already but essentially what i did to start was nab the alchemist that gives potions to the shop... out of coreimprovements.xml and changed it so.... Arms Dealer Random Text.  
Been working on some new items and wanted to get them in game quick to test run them. So wanted to have them unlocked to buy in the shop either by building (which would be preferable since a few of these i would like to add via a special building) or a faction perk via custom faction creator. cept i have been messing with them for a few hours now and not getting them to appear in the shop selection via the trait. and as for the building heh i cant even get that to show
how about a little diversity? lol.
Ok I been trying to figure out a teleport spell to either summon a Unit to the Sovereign (like a Rally Army or some such) Cept I'm not sure on the string to use to target an army and then have it port to the Sov... Anyone have any ideas to try or actually know how to do that off hand?
LOL yeah... guess i tend to use smilies a lot, guess im just a happy go lucky guy lol. Anyways yeah I'm having a blast modding especially 20 mins of GRRRRR WHY!!! WORK!!! ARRRGGGHH!!! then bingo it works like a charm and its all WOOOOHOOO!!!! *dance around* cept as i mention not familiar with the code at all so learning as i go which is ok back in the day was in college for old Green Screen programming ;-p ok THAT was a nightmare compared to this</
worked for what i wanted. got a nice high end spell that costs a ton of mana but adds an Essence slot to the town ;-p
Oh I gotcha ;-p yeah I have to admit the past couple days I definately spent more time changing stuff, figuring out what does what, and over all causing the game to crash a lot :-P My programming skills are very old school.. 80s early 90s lol but so far this xml is actually a far bit easier than the languages of ye olde times ;-p lots of questions but figuring out a lot as well :-) anyways i better head out and get a bite to eat lol. :-)</