Just wanted to congratulate you on your hard work Heaven.
BlackRainZ
Yes, but each turn is a week. So if a unit takes 2 weeks to train and it is 30 or 40 guys, that is more then enough time to produce armor and weapons for those guys. If you are familiar at all with the three kingdoms era of ancient chinese history (or ever played any of the games) They would recruits thousands of men per month and equip them ( and yes they had light armor, heavy armor and cavalry divisions). So, realistically speaking, 1 or
I think it will probably work fine with Heroic Pursuits. I need to look into CoS though. Need to go through all the files. I was planning on making this compatible with CoS and including it into my mod anyway so I will get around to it now that its version 1.0
Thanks, I am happy you are enjoying it. Personally, I am loving it, I think it makes the game so much better. I haven't yet looked at Heavenfall's CoS and Bluegreen0's Heroic pursuits yet. There may need to be some work done on CoS to make it fully compatible. I will eventually get around to it. I am not sure what Heroic Pursuits is but I will look into it.
What's Starbreeze
I think a lot of us don't have time to do something like this, it is more likely that individual questions will get answered.
Heh, well, we have been asking for something for years and it hasn't happened. I wouldn't get my hopes up if I were you.
You don't understand. There are many things you can not mod unless you mode core files in the game directory. They can't be added to a mod folder. I guess it could potentially swap files so that you could return to vanilla files or mod files with a single button or something. I seriously doubt they are going to do this considering they haven't even fixed tons of other issues with modding.
I don't think it is possible to make the AI use a different unit to build outposts. You can make it so that other units can make outposts but I don't think you can make the AI use those units to make outposts. I remember trying something back in FE (when it was in beta) where I wanted scouts to be used to make outposts and settlers only make cities but it didn't work.
I am going to lower by half the XP gain on adventurers guilds (have it at 20, will change to 10 and see how it is).
Thats what I was saying heh.
I doubt this will happen. As of right now, only certain types of mods can be placed in the mods folders, others need to be placed over game files to overwrite them. Also, unless the game becomes more moddable, I doubt we will see a huge amount of mods even though there are quite a few things you can mod.
You can easily create 5 new paths over the existing ones, however, I do not think you can have 5 different paths for sovereigns and 5 different paths for champions and different paths for empire and kingdom, if you get my meaning. What you might be able to do though is have your 5 paths give different abilities to different factions and different abilities for sovs and champions.
I made a mistake in version 0.8 so there was a minor bug. I fixed it and uploaded the new version. (this is just to fix the mistake I made)
I have not experienced this as of yet. What difficulty level are you playing, I always play on challenging or hard and have never seen this.
I uploaded new version 0.8
Okay, I have been changing a few things so the new version will have the following: I included the tile mod from Shawn2k (although somewhat modified) I decided to beef up summons. I want a summon character to be powerful and different. What I did was, all summons are stackable and do not require mana maintenance. I also gave various summons extra levels depending on different shards that might affect their creation. Also tactical versions of these
Shawn, do you mind if I include this in my immersion mod, although I will modify it a bit.
I wanted to give a few tips to how to play the mod in case people were having difficulty. First, Growth is somewhat different as it is mostly tied to heroes and buildings, although later in the game you will be using mostly the growth production and those outpost improvements the embassy things you can build in an outpost. Early to mid game though you will probably want to have a commander champion and be planting him in cities to help them grow, a long with your
Honestly, why not try the mod (You can always go back to the vanilla if you don't like it), you might like the reduced training times. Also, remember, while you may not be limited by training times, units cost population and you will be limited by population so you wont always be able to train units because it slows down your city leveling up. It will also take a while before you can even train units in expansion cities.
I don't quite understand what you mean by not paying for better weapons.
He only has a couple of good points, and honestly those are minor issues in my opinion. LH is clearly the better game.
I am updating to the latest version of the mod which is version 0.75 and it is compatible with the release of the game. There are two versions in case you didn't read the first post. The normal version which has predetermined classes for the sovereigns. They will only have the path already defined for them (Ceresa is a mage, Verga is a warrior, etc.) Or the vanilla classes version which is the normal random classes for the AI. P
I am just about done with the new version and updated it to the release of LH so I will upload that tomorrow night some time.
This is for legendary heroes. This is very different from my other on that is for FE. I have to update this for the release version of LH