I think a person swallowed a fly so she swallowed a spider to eat the fly so she swallowed a bird to eat the spider to eat the fly etc. etc. and you say why oh why did she swallow that fly.
parrottmath
There is no way of removing a spell from a spell-book once cast. If such a method did exist I would use it on a special spell from a quest that is basically a one-off since the spell is very specific to the situation in the quest.
If you look at tireless march, that is a spell that is a 'unique' cast. Namely you can only cast it once on your unit. So depending on what you are trying to do that is an option. Otherwise a very large cooldown is the only option.
Yes, it is intended. You needed to remove the rats from the ruin and you did, but really you killed the dangerous spider.
[quote who="Trojasmic" reply="31" id="3370794"] AI spiders should cast web on melee units not ranged units because it has no real effect on range units.[/quote] I suspect there maybe something wrong with the AI Target Is Worthy tag, because as Brad said, it is hardcoded and I see the code in the spell def, those spiders shouldn't be webbing the ranged units. I'll chime in that watching ruffians use the rush ability then move is a waste. If it is not too much
I would suggest that there are many people who fear failure. The question raised is whether one would like to fail in a game? I don't know about most people, but when faced with a decision for a game where you spend 50 hours to build up a character and then lose all of that work you just did to restart (no coming back... talking hardcore mode). The result is not a great feeling and no something that people should strive for in making a game. The other question raised is should we
You could generate a series of maps in the editor and adjust the start positions yourself. You could even generate 10 of these types of maps and then chances are you wouldn't remember what the map is which and effectively produce a series of pseudo random maps for yourself.
Or are you looking for BowAttack_Toxic This follows all the other bow attacks and utilizes the bows actual damage with the appropriate toxic particle effect.
The game is installed in C:\Program Files\Steam\steamapps\common\FE Legendary Heroes\ but there is a separate documents folder that is installed for the game Documents/My Games/LegendaryHeroes/Mod this is the location where you must install mods and not in the FE Legendary Heroes directory. They have set it up that all modding is done from the documents folder.
Thanks everyone. If they do this I'd be rather pleased and surprised. A Parrot cloak would be fun... a patchwork rainbow colored cloak. I could set it up that the snaking for logging and a bridge mod can be set up as an ability choice for sovereign customization. A simple 2 point choice for a faction...
For you initial translation and such if you focus on or these two areas are the major parts for translation. They will also be void of special tags that you don't have to worry too much about. Also, the is another good tag to translate. This is mostly for your tool-tips and such. The quests are a somewhat of a different story and if you want to open up the quests in my quest editor, you can see what tags are for the desc
Great work. Make a back-up copy of all the files you wish to translate and I agree that there are a lot of files to go through. Unfortunately, I do not know German and we will be able to see the translation in game. I'm sure people will be happy to see your work. Great work . Machen Sie eine Backup-Kopie aller Dateien, die Sie <span
There is no "autobuild" feature in the game.
War of man and wraiths... the monsters will rise up.
[quote who="candido-" reply="7" id="3370477"] I updated the file as you suggested, but bleed still gives healing instead of damage. C:\Program Files\Steam\steamapps\common\FE Legendary Heroes\data\English\CoreSpells.xml When does the CoreSpells.xml get read? During each battle or is it assigned to the hero on the upgrade? What I have done to test the change is to replay a battle from a save file; it seems the save file is now updating or reading t
Yes, but before you couldn't use it at all :) now you can heal your opponents. Here's the fix, drop this in your mods folder. https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/Abilities/bleedspellfix.zip until they fix this, with probably the next iteration of the game.
[quote who="hemprobot" reply="25" id="3370450"] I copied the file "championNOXPDIVIDEv1_1.xml" to my "...\Documents\My Games\LegendaryHeroes\Mods" folder but it doesn't work. Can anyone let me know what I'm doing wrong? edit: Solved it. Was clashing with CoS mod so I just edited the changes into that manually. Who knew there were so many bloody champions?[/quote] I did. ;) and CoS has more.
Yup. it seems that went to the redundant department of redundancy. Looks like there should be a new icon... possibly a road with the typical construction icon they have for all the buildings.
[quote who="pomalley" reply="11" id="3370359"]Well I guess we'll have to agree to disagree (but I still know I'm right). Obviously we don't want bugs but I think the fix should have been to fix the bugs, not to not move into the tile. I mean I understand that coding is complicated and it's a big program and all, but there's a reason that we have all kinds of fancy coding doohickies: after you call the attack function, you call the move function. Obviously there's testi
I believe the consensus for this bug is that the AI and Monsters move at the same time and sometimes choose the same tile. There is no post processing to determine if the occupation would lead to a conflict and thus you have that they lie on the same tile. Since at the beginning of the move the tile was empty and therefore they are both not trying to attack. The moves are allowed and the result is stacking units. The bug would be if the tile is occupied before the monster move onto th
Even though I created the armored militia mod, it does not remove the need for stationed troops. It will however take a well advanced city with a well advanced research not to be trounced by a few mire-skaths. It keeps a better feel for these cities and makes them a little more difficult to take. The creation of unique units for these buildings is completely doable in a mod and I recommend that you design these new city defenders to give more flavor as opposed to making it undef
I consider the battle to not take place in the particular square that is attacked but along the border of the two squares. After the battle one should occupy the line in the middle of the two squares or the corner if a diagonal attack. That way it represents precisely where the battle took place. Of course I do recall when they had the mechanic of moving into the square after a battle where another creature and myself occupied the same tile. There was also the other issue that w
But you can build a butcher in another city. You cannot build another base in the same city, but you can build one in a different city. But I think I'm good with that since the bonus is small and the time spent on building it shouldn't hamper the AI too much, since the AI would only be able to build the second building if they won the build race the first time. I'm not worried the AI would waste any real time since there is still a benefit to building these bases (not a big one th
CoreAbilities show the special construction choices. Like the slums for a level 3 town being one of the city level up choices.
[quote who="EstyleS" reply="73" id="3370245"] Quoting parrottmath, reply 70So, the only solution I can think of to solve this would make it so that the loss of the world wonder, would result in your faction never being able to build it again. Not sure if that would be better than the ability to build the world wonder and the base again. Is it possible for the presence of the wonder to block the construction of the base? Like RestrictedAbilityBonusOption can block items