Redindus

Redindus

Joined Member # 2281565
20 Posts 71 Replies 928 Reputation

[quote who="Primal_Savage" reply="10" id="3444605"] Quoting Redindus, reply 9Not sure if you understood me correctly about the glitches on Tech Trees. Recruit Mod having one glitch is enough, changing the roads, kept making things worst for Tech Trees. As you wish. Was just trying to help. Deleting this file from your mod should solve your Tech Tree glitches. CoreUnitGroupingTypes.xml <

11 Replies 16,750 Views

I have placed it under Documents/my games/LegendaryHeroes/Units, havent tried under Mod Folders yet. The annoying parts is that Steam kept replacing those files that i have deleted or altered, so i had to disabled update from there. Not sure if you understood me correctly about the glitches on Tech Trees. Recruit Mod having one glitch is enough, changing the roads, kept making things worst for Tech Trees.

11 Replies 16,750 Views

I knew what file to alter, but the tech tree kept multipling bonuses or glitch. For example my other mod i made to use populations when you recruit a unit, it will doubled that squad's symbol on the tech tree. When i change the road in that TechsAmarian.xml it started to do wierd glitches again. I manage to remove that ability from Trading/Economics or change road level to "0" it will multiply army size through out the tech tree. Its weird, i havent tried "-1", prob still do the sam

11 Replies 16,750 Views

Hmm not much infos here can help me with my ideas, but i will see if i can make some change here on my own. What i want to do is remove the roads on techs (Trading/Economics) automatically. Then having pioneers to build roads, not sure about having a ability to remove them.

11 Replies 16,750 Views

I know it sound funny when you research trading or economics that will place roads connected to your cities and outposts, why cant we build/pillage them? The pioneers should be able to make roads. Have anyone made a mod to remove those effects off the techs and allowing pioneers to build roads?

11 Replies 16,750 Views

Thats good to hear, looking forward to get this game when its playable and stable. Having more options, always having more profits on sale for your department :)

11 Replies 26,920 Views

[quote who="GFireflyE" reply="3" id="3443808"] Very interesting. Question: How does this impact AI development? Presumably there cities would grow slower as a result of the population loss. Also, does this not encourage more non-military strategies...such as summoning or taming....instead of troop production? I'll download as soon as nexusmods stops being jerky to me.[/quote] It wont effect summoning and taming, just plain troops th

4 Replies 8,454 Views

Having a huge galaxy map bring extra taste to the universe, i dont mean to have a colonize planet in each systems. Just put some interesting taste in different systems, like not all of them will look the samn. Some do or want huge map (make that an option plz) and some dont. Also for Tech Trees, there alot of players want difference flavors, dont have to research them all. I enjoy playing distant worlds with 1400 systems, its quite a challange and interesting game

11 Replies 26,920 Views

[quote who="tjashen" reply="1" id="3443519"] This Mod has been added to the Regularly Updated List of Mods for Elemental: Legendary Heroes Also, a quick suggestion: Adding [EMod] to your thread title, i.e.: [EMod] Recruit Mod , may help some people spot your mod a little more easily. This helps differentiate the completed mods from the other mod discussion threads. [/quote] &n

4 Replies 8,454 Views

After i got the game, i made some realism improvement to it, so it will feel more realistic playing. What i did is change the recruit cost that required populations. For example: recruiting or forming a party of scouts (3x units) that will require three population points. Also when you get larger size like company 6x, dont worry it will kick in as 6 population points require to form/recruit that unit. I manage to upload this to nexusmods for Fallen Enchantress (LH), als

4 Replies 8,454 Views

Thank for the feedback guys, i will check into later when i get a chance. There no telling how long it will take me to get all this set up, if i manage to succeed doing so.

4 Replies 7,110 Views

Thank for the reply, i do remember when first one came out and i did some change to it. But not much though. Only problems is that when i work on this project, it require different races and different units for that races. As i remember playing the game, most units are for all races, so i hoping that can be change. It been awhile and remember alittle how they setup the codes. When they mention they making this game before FE came out, it didnt come out what i was

4 Replies 7,110 Views

I have been waiting for years to see if any company or Sierra that made "Lords of Magic" back in 1997 with Win95 systems. It doesnt play well on newer machine due to CTD. What i like to do is bring this game into FE game, of course i wanted to redo everything included the terrains, models, etcs. Can it be done? If so, how?? I do have experence doing modding, such as XML, C++, graphics, etcs. Wasnt sure which programs to use for modeling and other features. I remem

4 Replies 7,110 Views

Well the game is good, still need some improvements though. But this game is turn-based and like Fall from Heaven 2 for Civilization 4 mod by Kael. Not sure if you have ever played any game compare to Lords of Magic, Master of Magics, etcs. I like it, just need extra work into it to polish the game some more.

36 Replies 32,346 Views

I wasnt too happy with previous faction models and not sure if they can be enchance or not. Would like to see two different kinds of elves, one is wood or good while the other is darker side. Then smaller models for dwarves and other creatures. Not sure if the textures can be replace, it look like watercolor effects. Even undead factions to play as well. While they are working on minor bugs and improving the FE, would like to see more and better texture models out

0 Replies 3,152 Views

I noticed this too on random large map, upper corner in strategic map along with two other factions on normal difficulty. There still minor bugs in the game, my hero wasnt immune to poisons like it should be with hardy traits (+1 hp per level and 100 immune to poison). Spiders almost killed her with poisons lol. Anyway like the game, just need more ground works here.

10 Replies 13,107 Views

I create a hero with poison resistance and taken damage from posions from spit spiders. She has 100 psn resist, please fix this issues.

0 Replies 4,060 Views

While playing, noticed you can see their settlements and what they are building. When clicking on the settlements, should hide their units so it would be more interesting or gamble on what is in there. Another word can have spies to check out their army strengths or even poison the water to drop the populations down alittle. Having pioneers to build roads so the trading tech doesnt add roads automatically. Building something underground, like catacombs for dark factions or dungeons for

0 Replies 3,684 Views

I was wondering the samn thing, probable their total tech points that they have researched. It should be hidden from players anyway, so it wouldnt cause panic through out the realm. What difficulty are you playing? The higher levels the more points they will get.

18 Replies 26,351 Views

I do miss my Lords of Magic in samn game type, i wouldnt mind modding this game into LoM. But it needed more loves in the game to be more comfortable to play.

35 Replies 43,444 Views

I like the game, it just feel like many things are lefted out. I am going to wait til they add tons of stuffs to it.

3 Replies 6,966 Views

I noticed that once you research trading to get access to roads, it would be nice to have engineer units to make roads. Cant build long distance of roads in one seasons once researched. Samn go for outposts, it would take awhile to build watchtowers then expand into fortress or station posts. There are so many things can improve the game that would interests alot of players. Since there are no boats or ships, noticed on the scenario campaign there were traveling b

3 Replies 6,966 Views

I noticed that if you build your settlement one tile away from a forest, you wont get able to build any logger camps, even if you got infrastures or other buildings up next to it. So the settlements need to be right next to it, samn for using piers and docks as well. Not sure if they will work on rivers.

46 Replies 60,677 Views