[quote who="smeagolheart" reply="21" id="3399069"] Quoting parrottmath, reply 19 Might I make a request (I'll even rewrite the quest portion), the wonderful dragon spell Vatulas Dragonslayer spell, seems a might overpowered , might it be a scroll instead of a spell, don't want to just slay all the dragons on the map with this spell. You can even attach a mana cost to the scroll. I thought that spell didn't do anything, never tried it after people said it di
parrottmath
You get ninja defenders. The same ones you fought earlier in the quest.
Might I make a request (I'll even rewrite the quest portion), the wonderful dragon spell Vatulas Dragonslayer spell, seems a might overpowered [e digicons];)[/e] , might it be a scroll instead of a spell, don't want to just slay all the dragons on the map with this spell. You can even attach a mana cost to the scroll.
At least this will resolve the unit summoning people, what I don't quite understand is the phantom Unit_Altarian_AI12a I can't seem to find that one, although I do recall using that naming scheme early in my Armor Attributes mod. An update there might eliminate that problem as well (unless it is from a seperate mod)
Yes, I do see Unit_Air_Summoner_Krax but I do not see Air_Summoner_Krax The unit is dropped off in your debug.err file. I do see the problem, you have the Old FE version of the unit installed instead of the LH version. I did a different internal name to catch some issues that people may have between the two versions (like this one). I think if you update to the newest version (the one you linked me too) you should probably eliminate those warnings.
Nope, not from my Summoner Units Mod.. I've checked several of my mods, but I don't have those internal names. I'm assuming the first came from my Armor Attributes mod, but I don't use AI12a... The other Summoner units would only come from my Summoning units mod. Could you check the files and see what mod has those units. (I just cannot find it with all of my files)
[quote]AI won't cast wither on armies without an attack (caravans) anymore [/quote] Sounds like the last of my AI modifications has been absorbed :) I'm liking these changes thus far. Good work.
Okay, I would even think that if the stealth trait was successful, a phrase suggesting that it was successful may lead to thinking the trait is useful. Something like the badguy saying "I know you are out there... come out of hiding!"
I looked deeper on the warnings, and these warnings are for units that are not even in my mods. Unit_Altarian_AI12a -- doesn't exist in my armor-attribute mod (latest version) I do have Unit_Altarian_AI12d. Same with the Fire_Summoner_Altarian my version states Unit_Fire_Summoner_Altarian I think you may have some rogue files sitting in your mods directory or something fishy is happening.
I think it is the game telling the developers that there are units that are not able to be built. That unit uses light platemail, but the faction doesn't have masterwork chain. So I don't think those warnings are something that I can eliminate (although I would like to). I'll look deeper into this, but I don't expect any changes or issues with the game itself.
That's good to know that it's hard-coded. Could you increase the less likelihood that monsters don't attack the unit ;)
Maybe, but I think it is more of a conflict with the CoS mod, he does redefine Bacco the begger in his mod. You can effectively double your combat rating if you add another hero together. I do not run CoS (or any mods really) when I play the game. So, when I ran it with Irane and Bacco, I had other spare units. I did a fight with Irane and then I did a fight with Irane and Bacco, but I had other fodder units to help keep the combat rating the same. Also, editing quests from th
I just read through your other thread. There is nothing wrong with your mod, it is a mod conflict with CoS. In CoS, he redefines all the heroes and thus copies over all the old stats. It is under CoS\A_LHIB_UnitStat_BG_vB\CoreReplacements\CoreUnits.xml I forget the order on loading, but his file is overwriting your file when you do CoS. I don't think there is anything wrong with your mod beyond getting things to work with CoS. Heavenfall might have some suggestions
There might not be nothing wrong with your mod. But it is possible to increase the combat rating and thus reduce the XP received (Although I do not know the exact amount the XP would be reduced). There may be nothing wrong with your mod, but I would go through each tag and do a simple spell check to start to see if there was a mild error of that type in your mod files.
It is not possible to get a 2 / 3 / 5 as the tile yields are capped at sum total of 9. Must be an edited tile on a map, nice find though.
You should probably move this thread to the modding section (as I just tested out the Bacco and he was not dividing my xp). Take for example the CoS mod. This mod doesn't change any of the units stats but it does make a copy of each of the units in order to add the background stats to them. Hence, this mod will change these core figures, and if your mod is loaded before CoS then your mod will be overwritten by the way FE:LH does unit modding (you have to copy the entire unit and i
Are you running any mods? because it works exactly as you suggest. Note if you are running mods and they are loaded after your mod it will overwrite what you just did. Hence, you will see no change when you actually did change the stuff.
Are you sure about this StevenAus? Maybe I'm not understanding what you mean by Corehero units as I have created a mod several times to prevent these heroes from dividing XP.
Are you referring to a tradable commodity among civilizations? or the shop? If you mean a tradable commodity like iron, then I'm not sure how to go about doing that. I'd have to dig deep to see how to get a resource to show up... never tried.
ctrl+i, gives you every item. (Must be in cheat mode) For the other make a custom map that has that specific goodie hut near the start.
Everyone should have an emergency kit in their car. So in the event you do just go to work in your jeans and a t-shirt you still have a sleeping bag, extra clothes, fire kit, first aid kit, etc. At least this is what I had in my car at all times. First aid kit proved useful a few time (not just for band aids but more serious injuries one never expects). You can probably find a good selection of stuff online somewhere.
Here is the stealthy ability. It does nothing unless you have some ability hard-coded somewhere that we don't know about (then I'm sorry I reported the bug). Unit_Design Stealthy <Des
Masterscouts just gives you a no penalty to movement in any terrain. It doesn't stop monsters from attacking you. Also the scout ability gives you +1 to sight radius, so the scout ability is rather useful for ... well scouting. You are referring to the Stealth ability, where monsters do not attack the players units, and that is the ONLY ability to subvert monster aggression. EDIT: Stealthy is NOT bugged, it is hardcoded to be less likely, Derek says so.
The screenshot does show the bottom right (sometimes the page doesn't load it correctly, refresh the page and it will show up correctly) you can also click on the picture below. https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LegendaryHeroes_1379603365.jpg The tile is part of the imperium, you can settle there. Once you settle the land
If you purchased the Map Pack for FE, you should automatically obtain the map pack for LH (as far as my understanding goes)