ah gotcha ok thanks for the clarifications
mp8481
grr just realized posted in the wrong Support page, didn't realize there was a LH heroes support one, lol. Can a mod please move it there :). thanks,
Well, First let me preface that I'm having a blast with LH, started the scenario and so far, so good after close to 300 turns (yes I'm a slow player, haha).. I did notice a few bugs, and I'll naturally post more if I find them: 1) First off... Tax Office Building: It doesn't seem the bonus of this building is being applied because the display says +4 --> +4... And when I look to see if I have any positive "green" changer stats in my cit
Just a suggestion which maybe it could be considered... Ya know how when you conquer an enemy city you get a conquest penalty and all, and naturally the other option to raze the city leaves that ground infertile, thus you either gotta deal with the penalty or nothing at all. Perhaps we can maybe look into an additional option. So while there is an option to restore ruined ground in time through your Sov, I was thinking perhaps we can throw in another option that a few cl
I too agree about this and in fact posted about it the beta thread of the Dev Journal when I noticed my Champ wasn't gaining XP while being in a city.. I think it would add a whole new dimension to the Champs, simply a risk/reward type gameplay, you want to be governors, than possibly suffer the reduce cost of combat abilities since they are in the city all day and all.
Not sure if anyone has noticed this, but I've noticed at times when facing one unit monsters and doing it as a tactical battle will give me very little XP (sometimes 4-2, or less per unit), but doing the same battle as an auto-resolve seems to net much greater XP.. (Just had one where it netted me +8, and it was just one weak wolf unit..)... Not sure if this is a bug or not, but I think Tac Battle-Auto-Resolve should give the same XP.
[quote who="Greyclouds40"] Cities do not automatically grant xp per turn. You need to build specific buildings (unlocked in the tech tree) to get the xp per turn bonus. Those buildings also tend to be "1 per faction" buildings as well. [/quote] Thanks, yea I saw one already for the faction I'm doing, it's called "Adventurer's Guild" only problem the 1xp bonus has only a 25% chance to proc, so in the end it still makes stocking Champs in citie
Granted I haven't played in a long time so sorry for the newbish question, but if you place a Champion in a city, does he/she at any point start to gain XP inside it? I have a champ that I decided to take the path of governor trait and noticed the champ is not gaining XP while inside the City after a few turns, thus kind of defeats the whole purpose of being the "governor" in a way, unless I'm missing something with buildings later on that can make champs gain XP while be
First impressions as well, short and to the point for the moment... Overall very nice!... I really like the new layout of the interface and most importantly the outpost add another strategic output to the game that I can only imagine how it will be come release. <
yep that did the trick, thanks!
Hmm, Not sure if anyone else is getting this error, but after installing and double clicking on the exe I get this error message: "The application has failed to start because its side by side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more details. I've already uninstalled and trying reinstalled and still get the same error... This is on a Win7 64x (home edition) Desktop.
It seems this thread massively steered off topic here, but I too had this problem randomly a few nights ago. Naturally, I have a legit copy, and re-installed it and everything was fine, but the only thing I could think of that caused this problem was the fact that I remember I enabled the Large GB Aware Address thing, so perhaps that had something to do with it? If that's the case, did that thing you guys were planning to allow the Larger GB Aware Address enabled actually make
curious question to those that know, I keep on hearing that Stardock does not make their revenues through gaming, so what exactly do they make their revenues on?
awesome, so glad you were able to include Icecrown's work as I was intentionally always holding off on some bug fixes because I just loved those effects way to much, lol.
[quote who="James009D" reply="43" id="2753480"]Is it sad that when you said that this is the first thing that came to my mind: King Arthur: May God grant us the wisdom to discover right, the will to choose it, and the strength to make it endure. [/quote] LOL, yea that movie actually wasn't to bad, if it wasn't for the gawd aweful ending I probably would have enjoyed it even more as the action scenes were pretty cool and let's be honest, Julia Ormond w
[quote who="James009D" reply="41" id="2751000"]Here is what I just told someone else who asked a simular question: Modding isn't a perfect science, it's like research and development which requires testing and feedback. Thus, we need people to play the mods and see what is good and what isn't... Obviously, there is a lack of gameplay feedback despite the rather large number of downloads (I can see you!) so I don't know precisely what is happening in everyon
Curious though, When you say bonus HP to your champions, sovs, etc.. is that going to be applied through Each Level? or is that just a one time bonus? As besides the nice increase when your see them, they are still going to be pretty rough mid to late game, so wondering whether or not I need to raise that levelupperpoint stat to help with that. great work as usual. thanks,
[quote who="Arkenor" reply="9" id="2748523"]Increasing the number of points chapps and sovs gain when levelling certainly sounds like a good idea. How does that work with champions you find that are higher than level 1 though? Do they automatically take that into account with their stats, or will they be at a severe disadvantage against a champion who started at level 1 and levelled up?[/quote] Not sure, I've only encountered one other champion in my game with the change so far, and i
[quote who="John_Hughes" reply="60" id="2748467"]Speculation would assume that the changes Heavenfall makes over-ride the "default file code" from within the MOD dir. As such, the particle changes, not being related to Heavenfalls changes, would be over-ridden as well when also placed in the MOD dir. If that makes any sense. [/quote] Yea, that is what I assumed as well, I'm in the process of a current game, so anything after 1.04 will have to wait before I
[quote who="Annatar11" reply="1" id="2748477"]Check out the mod library in the workshop ingame. Maps can get approved that way currently so people don't post them on the boards.[/quote] Actually the mod library hasn't been updated since August 23rd, so it looks like Stardock is still trying to work out some sort of approval rating of sorts. As I recall, there are only two maps that got released, which is a 20x20
[quote who="Manii Names" reply="6" id="2748276"]How did you guys go about implementing this mod on your systems? I tried creating the following, and it totally broke spell research - things began researching almost instantly... DisplayName DisplayName
Question, But are the Spell fixes you did, compatible with new particle effects for the Fire spells (which are awesome) in that IceCrown mod? (Since they both use the spellbook.xml file, but in the Icecrown mod, only the fire spells stuff are there) As I'd really prefer to use the Fire Spell effects, as their sooo much better, lol. thanks,
Well, Good news, the elementaldef.xml file works for both Sovereigns and Champions, which is awesome. All i did was change the " 1 " from 1 to 3, and now every time a Hero levels up, they got 3 points to disperse, and not 1 which should help hopefully for the late game somewhat. Again, it's not the best fix in the world, as you still have to depend on the infinite amulet-ring stack to truly balance your Hero/Sov in the mid to late
[quote who="James009D" reply="1" id="2746420"]Each unit and character has a 20.0000 value and lowering it will cause them to gain levels a little quicker. I'm unsure how it levels with the character but I do believe that it works. You can find all the champions in the CoreUnits file... I think or CoreNPC, idk. However, modifying that would require modifying each and every default hero, yuck. You could add a game modifying code to
[quote who="Norhg" reply="28" id="2746237"] Quoting TarlSS, reply 27Champions ought to multiply the values of their stats by their level. This is such a natural progression I'm not really sure why it wasn't implemented in the first place?The idea of scaling sovereigns/champions is. It doesn't make much sense to tie it to their levels though. I'll agree that it makes some sense from a simulationist/logical viewpoint but if you look at the game's balance they key issue is that t