I think the original name for town was going to be a Trade Guild So far I've not noticed no problems with the internal name as such.
parrottmath
I have Arching shield bash working fine, the unit needs a shield in order for it to be used, but beyond that I had not trouble with ability. Beyond the fact that the ability tag and spell tags I think got mixed up at some point, but it works just fine.
It even works when I place a new file in the core directory (no rewriting over the core files themselves)...
Well, it works when I attach it to the CoreUnits.xml, but anywhere else I've tried (mods folder, units folder in the documents location) doesn't pop-up with the animation. I wonder what is the deal here, a very curious bug, to say the least.
The Merchantcross Bazaar is available only to Towns (So you must have a town city type in order to build it) Not sure about the other ones as you are quite vague on what you have for cities or buildings in these cities. The Great Archive can only be built in a conclave and upgrades from a library. Others have similar upgrade patterns, but like I said need more info as to what you have and such to comment fully.
You need to add -cheat to the launch options then ctrl + U reveals the map ctrl + B builds everything in your que (doesn't train units though) ctrl + T teleports the selected unit under your cursor ctrl + R research ALL tech ctrl + M gives you 1000 of each resource and 100 fame ctrl + P levels the leader of the selected group ctrl + C clones the unit (I think) ctrl + E gives you all spells (I think) ctrl + F have a fa
[quote who="narf03" reply="15" id="3364305"] regarding the high level village, its now level 122 in my game, noticed more than 1 city that can exceed the level 5 [/quote] Out of curiosity, how did you get that city to level 2 without changing it to a Fortress, Town or Conclave. The only way I've been able to produce a insanely high level village like that is by cheating. The bug you point to is a result of getting to a level 2 village without switching a Fortress,
I'm on Win 7 and it worked if I tacked him at the end of the CoreUnit.xml file as well. Makes no sense as to why that would be the case, but meh.
[quote who="Heavenfall" reply="58" id="3364131"] A smallish update, it wasn't posted in this thread but I had requested it earlier. The unit design window now properly supports mutually exclusive traits. If two traits belong to the same abilitybonus they can no longer be selected at the same time.[/quote] Does this mean that you do not get the artifact that was showing up before. I had this set up with my summoners mod a while back but if you selected two traits they both hi
I noticed in the code that the bleed ability is not referencing the ability in the spell list Unit_Level Bleed I
Think about every person has an initiative bar from 0 to 100. Each tick add that players initiative to the bar. Whenever a person exceeds 100 it is that players turn and their bar resets to 0.
[quote who="Gavinfoxx" reply="13" id="3364061"] I don't think the 'exact same name' thing works -- it creates two files for the leader... it doesn't merge them, as far as I can figure.[/quote] I meant to say faction... sorry about that. It was a bug that was reported somewhere. I'd figure you could use it to great effect that way.
[quote who="Chaosti" reply="47" id="3364039"] Drake description: '... are the most powerful of the Dragon's Kin; incredibly powerful, often greatly intelligent beings, they differ from their more powerful cousins in one crucial respect...' How can they be the most powerful, and still have more powerful cousins? [/quote] You are not reading it correctly. Drakes are the Dragon's Kin, the cousin to the d
You need the Race of Men in order to research the tech Henchmen. If you choose a custom race with the race of men, then you should have access to the henchmen tech. There are ways of giving this tech to you otherwise, for example, just make it a trait that costs 0 points and you can choose all the traits you'd like. As to the generic_other unit types you can only have 3 (that's it 3). Male Female and Other. So, you will have to measure these abilities seperatel
Settling next to a river allows you to build a pier on the river tile which gives you some bonuses to food and gildar, as you upgrade it. Settling next to the sea does not give any bonuses as far as I know.
Delin's land is actually the burning lands. The pits of Namture is the cave one and there is a 75 percent chance you will get either an enounter or loot for some of the caves, and other caves will always have an encounter or loot.
[quote]1.Mimbly's riddle quest.I accepted it and failed but immediatey i got the win screen and the reward( the dagger of leech)[/quote] Are you sure you failed the quest? Reading the dialogue there are actually 2 different answers that will leave you with the reward. But I'm unsure if this is intended or not. But there you go... [quote] Does guardian blade work? It says it doubles my counterattack damage, but I don't think it does.[/quote] It does do
Then there is something fishy going on here. I copied Procipinee exactly, except for a change in the name, and I do not see ANY effect on this "Duplicate" prociponee. Not sure what is happening, it might have to do with a hardware, so I'm confused by the problem. (Literally a cut and paste) Alluwrere <!--<UnitType InternalName="Sovereign_Procip
Apparently it is stealthly hardcoded --- I've copied exactly the unit oracle ceresa (just changed the internalName), it does not show the particle effect. SO, there is some deeper mechanic that is going on that I cannot find at the moment.
Here is what you need to do... Extract the folder call snaking into my games\LegendaryHeroes\Mods Then make sure the xml file is in the folder Start FE: LH and ensure that you have the use mods option selected <img src="https://dl
[quote who="halmal242" reply="33" id="3363812"] I found a second xml error in the cutscenes for stalkers as well after you pointed this out Parrotmath you might want to report it since they listen to you more [/quote] Are you refering to these https://forums.elementalgame.com/444998/page/1/
The spell is missing the following line Reprisal Target unit gains the ability to counterattack, and each time the unit is struck their defense is increased by 1. T_R
[quote who="Odinlowbane" reply="12" id="3363739"] THANK YOU PARROT THANK YOU HEAVEN FALL. Also can I use this to make other quests? please[/quote] Sure, you can also use this https://forums.elementalgame.com/443956/page/1/ to make quests. (Thats what I did ;)
[quote who="Burress" reply="5" id="3363741"] I have no idea what the argument against removing the champion XP split is with henchman in the game. This is a super powered faction in that they can produce hero-plus troops for twenty fame a pop, but that these troops are immune to the split and champions aren't makes champions look like towel-boys. Why overshadow such a prominent game mechanism like that? There is no argument about ruining game balance by taking out t
Henchmans real difference is they do not divide combat xp. The code basically tells the game they are for all intesive purposes champions. One could set the Henchmen to be unable to learn any of the elemental spells (I think is an appropriate nerf to their abilities, as they are supposed to be lesser champions) You are not confused about anything. Henchmen are supposed to do exactly what you suggest and why Altar in general is a very good faction to play.