Auggie12

Auggie12

Joined Member # 3084789
3 Posts 52 Replies 473 Reputation

Agreed with StevenAus.Thanks Gurus Can i check what xml decides if a weapon can be chosen in a Sovereign screen? (The reason being i have created 1H axe versions but is showing up on the create Sovereign screen even when i have already inserted the Prereq conditions. I have tried comparing to the 1H Spear ( ) which doesn't appear in the create Sovereign screen but it looks like the xml are the

844 Replies 1,925,514 Views

Hi Parrottmath thanks for the reply. Just a few confirmations 1) the prereq tab. I assume this needs to be in the weapon's xml? 2) Should i edit the coreweapons.xml that is in the game or make my own? Making my own meweapons.xml might be safer (I assume my meweapons.xml shold just contain the DispName

844 Replies 1,925,514 Views

Trying to make a new trait as a starting point ... Is it possible to mod all 2H weapons(like axes etc) into 1H versions? (something like the defensive trait offering 1H spears) I tried looking at the defensive trait for some clues but can't seem to find them?

844 Replies 1,925,514 Views

Someone kindly pointed me to this https://forums.elementalgame.com/433305/page/1/ the last time i asked this question

6 Replies 4,110 Views

Hi all Is there a place where there might be some newbies guide to modding for LH? I am thinking to kick things off, to make some traits and create a new faction...

2 Replies 3,285 Views

thanks Heavenfall. So am i right to say. If i install 1.1c 1) My currently 1.1b modded game still acts like its in 1.1b 2) I will need to restart a new game to see the changes from 1.1c? or am i just confused !

544 Replies 1,093,585 Views

Is 1.1c save game compatible from 1.1b? Off topic: Btw has anyone noticed their new game maps not having metal? I started 2 new games so far and haven't seen any metal mines !

544 Replies 1,093,585 Views

[quote who="Bellack" reply="35" id="3140206"] Quoting Sythion, reply 24I actually don't like the "unrest" idea, or a revolt idea, because they both seem a bit... hard to notice. That was actually something I disliked in Civ games. I felt like a dog with a shock collar + invisible fence on a 1 hour delay. Besides, an economic hampering may not even make a difference so long as games continue to be determined by champions alone. I mean, I don't really need any "steam" to

52 Replies 152,017 Views

[quote who="DsRaider" reply="30" id="3139421"]From 911 patchlog. + Captured cities give an Occupation unrest penalty if you arent the player that founded them. This starts at +50 Unrest, and after 20 turns begins to drop 1 per turn until it hits +25 where it stays. A player never has an occupation penalty from a city he founded (if he retakes it) This will certainly prevent players who capture a city from gaining an immediate boost to their economy anyway. It also

52 Replies 152,017 Views

[quote who="Sythion" reply="24" id="3136247"]I actually don't like the "unrest" idea, or a revolt idea, because they both seem a bit... hard to notice. That was actually something I disliked in Civ games. I felt like a dog with a shock collar + invisible fence on a 1 hour delay. Besides, an economic hampering may not even make a difference so long as games continue to be determined by champions alone. I mean, I don't really need any "steam" to help with my roll.

52 Replies 152,017 Views

Voted Fair. Game looks like its going in the right direction! However looking to see some mechanism to city spamming and steamrolling AI cities once you defeat their main army...

323 Replies 256,106 Views

Brad and CO!! Agree with Dsraider and Replicator. the unrest/garrison mechanism sounds really nice and would stop steamrolling. Maybe the developers have something else up their sleeves?

52 Replies 152,017 Views

[quote who="Stupidity10" reply="16" id="3135088"]Just played a game as Yithril and steamrolled hard. Its a huge problem how easy it is too beat an AI early game and use his cities to conquer the rest of the map. Some ideas: 1) Militia need to upgrade better. Maybe its just how tough leather armor is but they dont do enough. 2) Newly conquered cities should require a garrison of some sort. If you conquer a city and just leave, it should return to the original owner or at

52 Replies 152,017 Views

[quote who="DsRaider" reply="14" id="3134903"]The ideal situation in my mind is one where a player with a military advantage has to think to themselves will taking this next city really benefit me or should I just leave it even though I could take it, instead of always thinking yeah free research and gold. So having a large blob doesn't mean game over. I would like it if military powers could amass a large empire but it would be possible to overextend if they weren't careful, and for

52 Replies 152,017 Views

[quote who="DsRaider" reply="4" id="3134469"]Militia help with steamrolling but they far from prevent it. More needs to be done. I would rather not end up with 20 militia shoved in a city, especially since you could just magic them to death. I would like to see a small permanent unrest penalty in annexed cities, in order to provide a trade off with raising and founding a new city. Right now conquering is a no brainer with no downside. Conquering a city gives you a huge boost to po

52 Replies 152,017 Views

Hi all Just wondering is there going to a mechanism to stop steamrolling? Something like unhappiness in Civ and the Total war series of games? (ie if unhappiness drops too low the city revolts etc) I just feel like currently once you have a stack of doom u can steamroll all the AI cities leaving them no time to build up any defenses or armies to fight you... does anyone else get into that kind of situation?

52 Replies 152,017 Views

Agreed.. I always end up just building all the available improvements... Specialization seem to be the way to go...

15 Replies 8,643 Views

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3 Replies 27,280 Views