[quote who="hyboric" reply="41" id="3362306"] ok. didnt mean nothing just a friendly help if you needed. sounds awesome but yeah no mods for me i kind off create superheroes that way and then the game is too easy. [/quote] No offense taken. But if you want to just have snaking in the game and no mods active the files do nothing but change those particular buidings and where they can be built. I've not added any bonuses of any kind and the AI will be able to use th
parrottmath
When you looked through CoreUnits.xml and looked at 1 , did you miss the tags 1.6 1.6 for the units. I believe weapons scale with the size of the unit, so you would have to make new weapon graphics to get a different weapon scale. if you plan on going this route, you might have to look at the CoreRaceTypes.xml (
[quote who="hyboric" reply="38" id="3362158"] parrot ill buy this for you. snaking mod sounds awesome. [/quote] I've got LH, and right now my snaking mod from FE will work in LH. Just move those files into your mods folder (have modes enabled) and have fun snaking. I'm currently porting over my HenchmanFemale mod, going through the 500+ item changes to add a tag is taking some time, but I expect that will be done in short order. The bridge mod, I'll c
The manual is located on the steam store page as are all steam game manuals
[quote who="Ursadorable" reply="100" id="3362234"] Sooo.. how long until a Legendary Heroes manual? I don't see one available in my steam account.[/quote] Manuals on steam are under the store page.
Alright, I think this is a bit much to the artists over at Stardock. First off, the artwork is consistent throughout the game that is a HUGE plus. I think the artists over at stardock have done a fine job. I do like great looking graphics and that is a very nice thing to watch and see the animations do. But those artists do not have to deal with over 330+ different distinct weapons. 170+ different armors All of which have to dynamically produced not only on the
Yes, if you have negative gildar, eventually your armies will begin to desert.
Nope... it's a deeper code thing. I just think they are getting a birds eye view.
They are just trying to get a better view from the city.
Regarding the AI, I've not noticed that the AI does do things differently than the player. It is not cheating in the same sense as people here seem to think, but it is playing a different and supposedly equivalent game. Their rules are different from the rules that you follow and for good reason. There is also several AI that to which people refer. For example, the Monster AI, the game they play is not to dominate the world and kill everything around it, it is more of survive and
The placement of the hand on these staves are not appropriate. It shows the staff going well through the floor. I recommend an adjustment.
From my understanding of the AI and multi-threading, is that all the calculations for the AI are being made during the players turn, this includes the monsters and all the other AI player. Suppose that you set-up the monsters turn then AI turn, then consider that the AI monsters would have to move and then the AI players would have to calculate their turn based on the AI monsters new positions. That couple of seconds would get extended longer than Derek suggests, even with that simple comprom
[quote who="doomBlackDragon" reply="296" id="3361876"] When can we get a non steam version?[/quote] There is no non-steam version.
Something like this. Is Axe Is this unit wielding an axe? 1 0.0  
Isn't the spell under the magic tree under sorcery called "Dispel Enchantment"? Should that not show up in your magic book once you've researched the tech called Sorcery (Tier 2 Magic)
[quote]You can no longer establish a non-aggression pact with an ALLY or TEAM member [/quote] You must be angry at them at all times [e digicons]:troll:[/e] I like it.
Here is the effect that reduces the accuracy by 15% each successive attack. Maul Debuff Effect after a successful Maul attack Ability_Maul_Icon.png &
[quote]Fixed issue with the Blood Curse spell[/quote] Is this a fix to the ApplyToCaster tag? [quote]Friendly units can now move through each other in tactical[/quote] Awesome.
Heavenfall... ugh the items artdefs have to be set for every type of creature, have you written a program that does this automatically? I'm updated the henchmanFemale mod of mine and going through the 100+ weapons is cramping my hands...
Grammar Error Troupe of the Wind Upon entering the camp, you're accosted by a haggard individual wrapped in bandages. "M'Lord, our caravan is under attack! I rode out for help but no one here will fight off the trolls and they won't let me ride any further!<span style
[quote who="kalarro" reply="19" id="3361525"] If you know the values of each tile, it should be easier to check if it's working or not. Just check the values of the city radius tiles and see if they exceed 9 or if they are indeed 9. I have no idea about the values of each tile tho[/quote] One difficulty here is that there are actually 3 different "plains" tiles. You have rough terrain (shows up as plains), you have land (shows up as plains), and
The odds of getting a higher valued tile is pretty rare, but if you edited the file and left it alone and started a new game it should show up. Unless I missed something else that is preventing it from increasing.
Started the troupe of the wind quest and crash. (Not reproducable, tried the quest again and it is playing out this time.) https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LegendaryHeroes1_00-2013-05-22T20-39-48_213.zip Also, i've noticed that your dating system for writing these files are off. Your file properties state they have
Also, on the store page you will find the following
I wonder if you gain one more fame if it will trigger the event to get your first hero?