what difficulty are you playing?
parrottmath
The pits / caves you describe are part of a wildland. That is an indicator for a vetran player to say the encounters here are not going to be easy. It is mostly intended to be a booby trap. As has been indicated the monsters and quests have incorrectly stated identifiers as weak. Some strong indicators are actually weak or average in terms of a straight up fight. Be wary whenever you enter any wildland. 2 - There is no way to retreat save for a scroll or a special magical abilit
Take a look at lightning form spell. It follows a similar set-up to what you are trying to accomplish. I believe the problem might be the spell targeting an enemy unit and the spell cannot teleport you onto that square since it is occupied already. Try to see if you could target an empty square and teleport to there. Also, looking at lightning form and such they use LINE_BACKWARD instead of LINE_FORWARD for the radius type. So, maybe that has a role to play for the spell centered, sin
The wage override (if not 0) will descrease the wages of the knights, I think that tag only works for positive numbers (I could be wrong), but I have changed it to 1 and got knights costing 3.5 gildar per season instead of the 9.2 I was seeing before. I'm sure other values will change that cost to a more reasonable wage for all, unless the real intent is to not have wages at all (then the above is the fix for that particular problem).
Well they were changing it so they should have no wages. Problem is they used a tag that is not working as intended. They have 0 That is not working, and so instead it should be changed to 0 This will give them no wages as you can see and test with the following file. (I did this for mercenaries as well) <a href="https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/Ab
I would say that it is not the actual weapon that is overpowered it is the special ability that seems overpowered (x2 crushing blow, that is a powerful ability and cannot be ignored). I don't think it is that overpowered and there is a situation for both weapons throughout the game. If there were a nerf things, increase the production / training cost of the weapons or reduce that of the spears. Then you are paying for the "powerful" abilities. I would like to see an increased
Rivers ends all movement (unless you have special faction ability like Tarth). The movement problems may be occurring, I've not really payed attention to the movement algorithm around the rivers (but I play Tarth quite frequently), I'll keep an eye on it now.
Looking through spell calculations, I've noticed the following problem. (Code snippet below bolded appears to be the error) Firestorm All units in target army take 8 fire damage (+4 per fire shard). Firestorm leaves a fire raging in the affected tile for 10 turns. By the looks of the calculation I see
The AI will settle the first city and build pioneers to build outposts without problems. The thing is whether the game would be fun or will it gimp the AI to be ineffective. What the OP suggests is completely moddable and the AI will work in this context.
Updated the Henchmanfemale mod to include the appropriate item art definitions from the quest downloadable content. This will allow the female henchwomen to wear the ninja armor and other things. Enjoy.
Looks like a job for the tag - prevent stacking with - DeathWard DeathWard_Tactical SummonGraveElemental_Tactical Add these to the culltheweak spell. I'd have to test it, but I think this will do the trick <a href="https://dl.dropboxusercontent.com/u/7554
I have not found any commands for the zoom in/out using the editor besides using the mouse. You can edit the xml if you need to lower the prop to look better if necessary.
I use it to make my cities look better than what the generic autoplacement can provide for me... using shift and rotate the mousewheel rotates the buildings.
https://forums.elementalgame.com/438329/page/1/#3313728 The map editor hotkeys
The forge builder is a very good tool (probably the best of the ones available). The map tool there are a series of shortcuts that are on the forums, but not listed which make the creation of maps easier to deal with and more functional (its just the rivers that are an issue, but I've my editor that fixes those problems, in fact minor tweaks to that and I would have a functional editor to make maps for the game). The particle editor has some quirks, but is fully functional
Wait till you try to make rivers with the map editor. There is a reason I made a river fixer utility and offered to fix anyone's rivers for them when they make a map. I personally use it to add rivers to maps that I'm in the process of editing.
I do like the mod list. I think you will be busy for awhile keeping it up to date. I've added a quest to the female henchman mod.
Add a quest to my female henchman mod. Get the young aspiring hero henchwoman Francine who may talk a lot, but will be a boon to any army.
At least the mercenaries aren't complaining about low wages ;)
Added my mod Summoner Units for LH. This brings in 4 new spawned quests for you to get powerful Summoner units. You can also build these units when you research the third book of the magi and produce these advanced mage units.
Yeah I noticed this as well... This is my mod to address this issue, it is not fully complete, but it will stop a lot of attacks that happened before. I have more immunities to consider and add to the file before it is complete. https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/AI%20Fixes/AI%20Spell/AIandImmunitiesv0_5.zip I made this mo
I did forget the tag for the second spell and I'm not sure why the friendly units are not getting the spell effects cast upon them.
I haven't tested this to see if this would work with AutoDefend, so that is on you. This is the basic idea on how to get an if then statement to work in this game. The values are just 0 unless the unit has the stat, the it is a desired amount. There may be some tweaking needed to do exactly what you want but this is a shell. Defending</Displ
So, you can set up an ability that will put the character into defend mode and cast the spell. Think of the guard ability for example, and this will give you the animation. You can also, use the UnitStat_IsPriest to set up whether a 'pass' does cast a spell. To get the animation to cast when defending, well you are going to have to probably create an entirely new animation scheme that overwrites the default animation of defend with this particular unit type. Using the stat to
[quote who="Davion1089" reply="4" id="3379118"]Hm, I guess I don't know near enough about XML...How would I make auto defend ALSO look at something else. Also I was under the impression that spells\abilities you edit with the mods folder are not really changed, but only stuff added. [/quote] Depends on the items that you would like to change. For example, when you overwrite spells it removes the entire spell (except the mana cost). If you overwrite a unit, it removes th