I usually create a bunch of custom factions and usually only have 1 primary Sov for each - which I usually name after family members :) Its fun.. after awhile I usually have games against all custom sov's since they seem to do pretty well in comparison. I'm experimenting with teams now, seeing if it helps the AI out at all. Dad's side is all empire, Mom's side is all Kingdom...
jutetrea
So, seems the game will load core files in the mod directory regardless of where they stand. I took coreabilities created 2 additional copies coreabilities_blood - I removed everything but the racial blood traits coreabilities_no_blood - I removed all racial blood traites I backed up the base core abilities I took the blood version, renamed it back to base and put it in the game folder (not the mod folder) I
Would it work to move the coreabilities.xml file to a backup folder in the LH\data\english folder and then copy it to the mods\data\english folder - and make the changes to the one in the mods folder? It seemed to work for me, but I just realized I may have lost all my racial/blood abilities... Need to find them again :)
Looking forward to LH compatibility
Thanks, had this happen as well.
I like to start on a x/4+/2+ location and I'll generally CTRL-N till I get one. I got sick of that and now I modified the elementaldefs.xml to only show minimum production of 4 and only manually decrease tile yield at 15 (trying to get some higher essence tiles). It feels more broken than I would like - there are now 6/4 and 5/5 spots. I'd just really like to have a good start location and then all the other settle locations be natural.
I generally CTRL-N till I get a tile with at least 4 production and 2 essence - and I've since created a modified version of elementaldefs.xml to make it easier. Unless I can find a 3 essence tile, then I'll settle for 3 production... maybe. Regardless of food, that 4 production and 2 essence will be the heart of my empire as a fortress. Production is key in general, especially when the war machine starts - high production both gets you to war fo
Agree with much of what is said. XP needs to be looked at Traits need to be looked at - too long to get to fun stuff. Probably increase picks - 1 general, 1 skilled - or 2 total from wherever Also agree to remove the potential picks - i always pick them, so 4 on a mage - and THEN it seems i can do some leveling Traits are generally underpowered - +1 attack. whee. + 10% attack... maybe. I do agree the random aspect w
Daynarr - Yes please, got any new bonuses too? One of my favorite aspects is changing the game by creating custom factions and sov's - I really like customization. GalCiv had some great racial customizations. Kias - definitely agree, although I think both strengths and weaknesses should be augmented.
I've got ongr in my current game, just hoping to get the collar..
Doh, I get it now - was completely on a different track. Your change is smaller, more elegant and probably easier to implement. Devil's advocate: I don't think a non-recruitable/non-summonable unit should be able to be increased. - i.e. a black widow acquired through beastlord should not be able to increase group size, while a Resoln/hundred eyes faction should be able to increase. Not sure how tough that would be.
Yay MA or Stormwind (been awhile so can't remember) had some really nice professions. The game in general has very limited options for increasing movement, unless you go all mounted (which there is no reason why you wouldn't want to), especially now that tireless march is limited. One of the professions had blah blah AND +1 army movement, was AWESOME. Mobility/logistics are hugely important.
Good points, but the issue is - an army of 9 dragons would be very difficult to match. I think you DO increase the max army 'Size' limit, possibly significantly to whatever the engine can handle. Do you want to be able to have 9 dragons vs 9 dragons? Is the equivalent due to "size" (not power) 72 champions (@1) or 24 Jugs (@3)? probably not - so maybe some lore rule comes in that no two of the same dragon can ever be in the sam
I like the idea as well. Will be tough to get the right balance, but should be possible. IMO a juggernaut is powerful, but not necessarily that "big". Possibly equivalent in size to a cavalry squad, but probably not. Do you equate 1 Jug with a group of 4 infantry, maybe 4 cavalry? there is a lot of potential. Just writing/thinking out loud With that said - if I can only have an army of my single drag
Ascian's 2 movement make it unexciting. I usually use the collar on an escaped juggernaut unless I'm really hurting for heroes. Ongr is just more interesting :)
Since TL;DR, I'm going to put an idea up front: Here's an idea - once that tipping point is reached and the game can tell its toast. A mega hero arises and unites the opposing nations - both empire and kingdom For the next X turns he and his band are traveling to super spiffy mountain to do something heroic Upon success the hero and all surviving (some could heroically die) sidekicks get more powe
Yeah.. or a "Bash" like the name says :) I just want to 'stun'/daze/delay the mob while keeping them in reach. Since stun is at the end of the defenders tree for some reason, it might be considered overly powerful. If that's the case, maybe a 2-3 turn reduction in initiative, something significant though like -5 or -10. Knockback is of limited use if they can just retake that spot next turn.
I'm assuming we extract these and put them in the my games/legendaryheroes/stamps folder? or the C:\Users\Owner\Documents\My Games\LegendaryHeroes\Mods\Data\English folder? Top one is the only reference to 'stamps' in the my docs folder, so that's my assumption.
Update: Turns out I had some crow demons with movement left that were on a long trip, and game couldn't figure out how to move them past an opponents improved resource. If i used their move points manually the game was able to continue. Hit end turn, got the infestation quest, brutal but neat...got a beastlord so going to get me some more spiders. Unable to end turn. Previously this evening I'd gotten the find the templ
I lost all visibility to encumbrance, but swear my sov is still suffering -2 init from it - but I can't see how to tell when an item pushes me over.
Depending on the game - I sometimes prefer those positions. When possible I like to be able to focus everything on one front. Build up to that point where you think the AI hasn't exceeded your power by 10 and then take a city. If the enemy is close, defend like hell - hoping the benefits of defense offsets some of the power difference. If the enemy is out exploring, take a couple more cities and work a war of attrition if you c
[quote who="mqpiffle" reply="13" id="3342705"] To me this issue is not about 'min/max', but rather 'what complements my empire best at this point in the game?' Supposedly choosing a hero is a big decision. I should be able to interview the potential candidates and go through a full screening process before making a decision. Hiding the details just makes the decision a stab in the dark, rather than an informed decision. AFAIK, stra
Agreed, a few of the higher level buildings don't seem worth it. Storehouse is kind of weird at a 5 increase.
I like charge more so than impulsive. They are powerful, and probably overpowered. I still don't think they should be removed. Placement has been brought up, maybe just the ability to move a troops in the 3x3 army grid - placement in the grid determines front line or back line. Something simple like that. Then introduce a trait: Trait prevents any unit from moving more than 1 tile to engage this unit. If a unit starts 4 tiles away from the uni
I would also like to see hero experience looked at. 18 hour game. Cleared huge map. For majority of game played with my sovereign in my primary stack with trained troops, no other heroes. For the last few hours had Csila in the stack due to the awesome auto mass curse (ashwake dragon too for mass afraid..awesome). Reached level 16 or so... went the warrior attack route, and got the splash damage. For a level 16 badass, pro