parrottmath

parrottmath

Joined Member # 3119455
208 Posts 3,333 Replies 25,812 Reputation

So, the idea is that the AI can compute the tile rating, but ignores the Minimum material yield of 3 (there is no minimum for grain in the Elemental def). That I find is a valuable observation of an AI settling problem. So, if the removal of the minimum material yield is changed, the AI will only settle on viable tiles and the problem would disappear.

11 Replies 17,947 Views

The other issue that would arise here is also the AI vs. AI battles. Most people look at the monster vs. AI's, but there are also the AI vs. AI has similar problems (which doesn't apply to the XtraMonsterMovement mod) as they can move as far as they need already. This point has been brought up many times, and I like the idea of keeping simultaneous turns. Thus, splitting the monster and AI units to separate tuns would still leave this problem between the AI vs. AI battle movement. The

12 Replies 12,444 Views

Glancing through the XML the GustOfWind_Ability game modifiers do not match the GustOfWind Spell. Each spell is supposed to do the same thing, but GustOfWind_Ability has TacticalUnit TargetMovesBack 2 1 <br

1 Replies 2,512 Views

I thought that the random loot drops show up depending on how your list your rarity display and likelihood. I could be wrong, never played with loot drops except on the quest side of things or monster side of things.

35 Replies 90,615 Views

I didn't post it, because your code was correct. I really do not know what is going on with your set-up. edit: When people are installing this mod are they overwriting all the quests? Quests cannot be overwritten from the mod folder (at least from my experience) Also, why are you creating a duplicate champion. Overwriting a unit is completely possible from the mod folder.

75 Replies 78,545 Views

The items section is nice since it replaces the old weapon entirely if you use the same internal name. This includes the game modifiers and such. So, you can copy the weapon you wish to change. Make any modifications to the item and the item in game will reflect your new changes and none of the old. But maybe I'm confused by your question at that.

35 Replies 90,615 Views

[quote who="smeagolheart" reply="57" id="3400676"] Quoting parrottmath, reply 56 Unfortunately the information is flawed. The NoXPSplit can be accomplished for existing core heroes from the mod folder. I in particular get it to work without any issues from the mod folder. One really needs to make sure that the mods they are using does not cause any internal conflict with the units file. I've been successful with the latest edition of LH with a mod I've created for th

75 Replies 78,545 Views

Take a look at this https://forums.elementalgame.com/434780/page/1 This will give you a general idea of what is overwritable and what you need to change from core directory. Mind you one way I remove unwanted gamemodifiers (if a file refuses to be overwritten), I will create an unattainable prereq like Tech

35 Replies 90,615 Views

Unfortunately the information is flawed. The NoXPSplit can be accomplished for existing core heroes from the mod folder. I in particular get it to work without any issues from the mod folder. One really needs to make sure that the mods they are using does not cause any internal conflict with the units file. I've been successful with the latest edition of LH with a mod I've created for those that wanted to have no-xp split and it works from the mod folder.

75 Replies 78,545 Views

I would like a notification when I visit a quest location of a quest that I already have cued to do. I.e. if I'm on "Kill the rats quest" and I visit an inn with the "Kill the rats quest", then I would like a notification saying that "Hey you are already on this quest!", or maybe more game feel, "The inn keeper greets you and says, 'looks like you already have some things to do. Go ahead and finish that and I'll give you some work.'" The current system, is that

63 Replies 55,538 Views

The Pretige resource is not global resource. Growth Growth is the amount your population increases each season. The more surplus food you have in a city, the faster it will grow. Prestige 0,0,0 Gfx//Icons//Prestige_Icon.png <Cloth

544 Replies 1,093,689 Views

[quote who="StevenAus" reply="67" id="3400047"] Derek and Devs, could you make it so when you redefine an existing hero in the Mods directory, ALL properties of that hero are according to the redefinition? Currently, even when you redefine certain tags related to experience, including , it just does not work, and you have to edit the core files. Since you are already making a change for techs, it would be great if you can make a change for Champi

229 Replies 645,269 Views

[quote who="Sanati" reply="60" id="3399720"]Researching makes you better at researching, questing makes you better at questing, killing AIs doesn't really make you better at killing AIs.[/quote] But as you kill AI, your troops survived the battle while they lost troops, hence as you kill AI you become stronger and the AI becomes weaker. The increased XP will be just be too much of a snowball effect.

229 Replies 645,269 Views

[quote]Added the Fallen Enchantress scenario.[/quote] Since you are adding this to LH, would you like me to send you maps with fixed rivers? There are some of these issues in the FE campaign maps (at least the first and second scenario maps)

229 Replies 645,269 Views

[quote who="Frogboy" reply="41" id="3399502"]fix some map editor bugs that have been driving me crazy-er[/quote] PLEASE! This is why I made my own editor to fix rivers! [quote who="Frogboy" reply="41" id="3399502"]I'd love to add permanent, long-term people to the FE project that we pay via says of DLC. [/quote] Is moving to Michigan a requirement?

63 Replies 55,538 Views

[quote who="GFireflyE" reply="17" id="3399491"] This appears to be a good thread to ask this question in: For those with experience, by increasing the minimum yield requirement from 6 to X, what is the result? Will all the locations simply have more yield? Or will there be less locations revealed for settling because only those that meet the X requirement are revealed? Thanks![/quote] Somebody resurrected an old thread. Just to keep this zombie moving

24 Replies 35,343 Views

FYI, you could try to "verify the integrity of game cache" instead of deleting the entire game. Might save you on download times.

11 Replies 9,743 Views

The snaking mod only allows access for one to build logging camps and piers when your city grows near a forest or river. I have made other mods that allow one to build bridges to move your city past a river and grow on either side. I like the idea of building an appropriate building when my city is next to a physical feature (like a pier or logging camp). But I do not take the concept to the extreme as one may expand their influence in a way to gather the most resources without outpos

9 Replies 12,592 Views

[quote who="Primal_Savage" reply="46" id="3399431"] Quoting XWerewolfX, reply 40Remove my ability to see what enemy cities are building....PLEASE! Please don't![/quote] I'm with XWerewolfX, and I wouldn't mind it if there was an ability that would allow one to peek at what the enemy is building then (some stealth action type thing)

229 Replies 645,269 Views

Sooo... for those that really want to know, I didn't want to say anything to spoil the game so here it is... [spoiler]Vatula's Dragonslayer spell is a useless spell, it costs you mana and does nothing to the dragon. But you get to keep this spell book in your spell throughout the rest of the game. Not many people like to see a useless spell in their spellbook and thus it would be better served if the dragon spell is a mana drain scroll with no effect on the dragon. Thus, you g

229 Replies 645,269 Views