So basically Stardock is developing GC3, Sorcerer King and LH at the same time? Seems like a lot of work. [e digicons]:grin:[/e] Btw, I like the interface changes in Sorcerer King. I always felt that left side unit/cities panel didn't really work for 4x fantasy game unless playing on very small maps (gets overpopulated very fast and you are left with constant mouse-scrolling which had its problems there). It works fine in games like Sins of Solar Empires where you need speed acce
Daynarr
Monolith is fine. Its one of the traits that is great in game and I'd like it stay that way.
Yeah, being able to mod this would pretty much please everyone.
Sry, bad post.
I'll just put in my 2c. In every game when a player faces a challenge he expects and deserves a reward. When you kill a dragon, getting about 8xp is just plain silly. I'd put that in a bug section, not suggestion, balance or whatever because the game fundamentally fails to do what it's supposed to do - place a challenge in front of the player and then REWARD him for overcoming that challenge.
I had Namtur bug in 0.75. The AI could not enter the tile. For some reason the tile seems to have attracted few other sovereigns who were just standing next to it and it had lots of monsters going around it, although that could have been coincidence.
New version up. It's in the first post.
@ thadianaphena No worries about having similar or same traits, it's no surprise that some ideas from different mods will overlap. I may find that file handy if I go to make bonuses as well. @<a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl07__LinkUser" class="hand" title="Click user name to view more options."
[quote who="Heavenfall" reply="2" id="3346355"] The Dense trait should be Player AbilityBonus  
Allright, uploaded it. It's at https://forums.elementalgame.com/443211/page/1/ .
This mod adds additional weaknesses to the new faction creation menu. New weaknesses: - Spendthrift: -10% gold income - Unskilled: -2 production per material - Gluttons: -5 Food per grain production - Dense: Can chose 3 unit traits instead of 4 - Pacifist: +50% army maintenance cost - Sluggish: -10% initiative for whole faction. To install just unpack in 'My Games\LegendaryHeroes\Mods' folder
I already made a mod for extra weaknesses. Actually I've tested them and they all work. Didn't think people will be so interested in them but I can upload them if ppl want it (they come with their own icons too).
Looks nice. I can't wait to see what people will cook up for their mods. I have stuff of my own too.
I had 26 factions + mine in 0.75. However I made giant map size that was 12x8 for that purpose. I'd get crashes first 50 or so turns but the game would stabilize later on.
Personally, I'd like encumbrance back. Improve it, make it more gradual, have more impact but definitely back. Current system is a step back IMO and from what I saw, I'm not the only one who feels that way. Also, devs will try tons of stuff to try to balance items and units to new system which will result in tons of weird workarounds and make things less intuitive and messier then it was before. I just don't see the benefit of encumbrance removal.
Or a rock. [e digicons]:D[/e] Funny bug indeed. [e digicons]:thumbsup:[/e]
Max turn limit on normal research speed is 800. You probably played on faster research settings, so yeah, you maximum number of turns scales with research speed. For example, epic speed has 3.0 max turn multiplier which means that if you play game on epic speed, game will end at 2400-th turn. You can also modify this value in ElementalDefs.xml file and set the max number of turns and multipliers yourself.
1. Consistency for all xml files. As specified in https://forums.elementalgame.com/434780/page/1/#3344779 thread. 2. Change race/unit folder structure so that each faction has their own unit folder where those faction specific units will be stored. I mentioned that in the linked above thread. 3. Ability to chose operator for values. Needed if I want to change, say, production per material to be -10% instead
Just a note to this. You can go negative with this value and, for example, make units have -1 unit traits and have that as a faction weakness (for custom factions). However, AI may have problems with it as it won't be able to make explorers that actually use 4 traits. To go around it, you need to edit CoreUnit file and remove weak from all scout units. When I first tried modding this in LH I went with 3 and got 7 trait units with one funny side effect:</
I'd add my support for this. Consistency is BADLY needed for modding of FA and LH. It's probably the biggest obstacle for many modders who just don't have time to learn quirks of all different files that behave differently. Making things easier for modders would increase number of mods and their quality/content by large margin and that would in return attract more players and increase game's appeal (more sales if you will). Anyway, this really should have higher priority as it
The specific situation where I ran into 10 or so catapults was when I attacked Kraxis capitol. It may help if you keep a close eye on them, at least until someone provides reliable save to reproduce. I really get an urge to do a wallbang, or at least a deskbang for not keeping my save when I ran into this.
I like this idea.
[e digicons]:grin:[/e] I did have 2 times higher power rating though, but I guess he didn't think of it much. [e digicons]:)[/e]