Something is severely wrong with the XP at this point. These baddies should be providing more XP than something that barely moves a hero up. I would recommend a relock at the XP limitation placed on parties of the same strength. I think something with that calculation is wrong since it is not scaling with level of creatures. The problem is that this amount of XP is fine for low level characters (level 1-4), but at these higher levels it should be an increased amount. This battle shoul
parrottmath
I wonder if Kraxis used his steal city spell and that caused some issues...
I woudln't pick on the poster for reporting what seems to be poor information. I would tend to agree that it should not be called a village. It refers to a great city of the darklings. This could easily be just called a Great City, instead of level 8 village, but a level 8 Great City. Just needs a specialization tag to refer to this city and specialize it accordingly. To the original poster the Village is not refering to the city size, but to the specialization of that particular
The easiest way I would like to see here is the ability to build NON OUTPOST buildings with pioneers. I wouldn't mind the ability to build a pioneer and plop this dude on a nearby forest increasing the material yield of a nearby city. They already have radius set up for building outposts too closely the same mechanic can prevent these from being so closely. Similar with piers. I've done this, I enjoyed playing with it... I just don't like the fact that I have to ignore the
1. Most Single Units. 2. You cannot, and I don't think there are otherways to get henchmen. 3. Yes, XP split exists among heroes and not henchmen. The henchman defining feature is not that they do not divide battle XP, they have other features about them and there is a tag that can set for any hero just the same. It is also not like that Mausolos cannot be left alone or moved to another army. He doesn't have to follow you around.
There are other ways of accomplishing these same feats. For example, there exists prerequisites for certain skills in order for them to show up. Edit the abilities PathOfTheMage and add pre-requisites that you will make later. Basically grants the YouCanBeAMageAbility. Then give these new Abilties to the sovereigns you wish for them to pick from... For example Markin could very well choose PathOfTheDefender, but Warrior Makes sense. Similar to Ceresa, she doesn't have to be a Mage
Nice... but no pictures?
Plus, the Lady Irane's story background suggests she is not a very good civil leader, she tends to do what she wants and ignores the needs of her people. Part of the reasons why people are reluctant to follow her. Good to know that the AI is specifically set that way.
[quote who="Tattyhat" reply="66" id="3355528"] So far I am loving the scenario. It's much better than FE's. I can't understand how Roslin can curse my city without even seeing it, maybe a bug, dunno.[/quote] She is an Oracle... she sees everything. ;)
They are in the senario folder in the LH directory. The elementaldefs... set some of the difficulty levels.
Updated --- see above I'm still looking for feedback on what people would like to see with the editor (possible changes) as well as errors that people are encountering.
[quote who="Skyjack" reply="58" id="3355416"] So do we have to start a new game to get the most out of this update?[/quote] I always assume so, because there are some XML fixes and you save games save all that XML data.
That just her accent coming through the text. ;) Good catch.
I wonder if you purchased FallenEnchantress at 66% off, then purchase LH at 50% off since you already own fallen enchantress... or if there is a limitation on that timeframe... food for thought...
Quite a few AI apponents also focus on building studies and trading research among themselves. Depending on the difficulty also depends on the AI getting bonuses.
I've gotten it, and sometimes you can do things to force steam to do a check on your system, like verify file cache.
So I've got my wife to play [.90] and shes enjoying the game thus far. When she finally got enough fame to receive her first hero choice, "I told her that she gets to pick one of the two heroes..." she replied, "Why would I want to choose a guy named In Slow..." Just thought I would share the laughter I had from that comment with everyone here.
I didn't think that it would work (or if it did, not anyway predictable) with the knockback ability. So it comes down to the first method I presented or the attack with the range of 2.
Another approach to this although doesn't look that nice is to provide the ability to attack with a range of 2 instead of one. Call it a hit and run and it is effectively the same thing. I think that this approach would work for the mobile warrior effect you are seeking, since it would also make anyone close to the assassin in striking distance.
[quote who="BlackRainZ" reply="11" id="3355338"] Bah, I was just about to post another way to do this. Oh well.[/quote] What was your way of accomplishing this effect.
Yeah, try it out and see what happens.
Its the knockback ability done with the shield bash. I just don't know what the effects would be for that. TacticalUnit TargetMovesBack &nbs
No problems ;). The entire post was a model on how to do what you want it to do. I don't know how to stop ability usage though.
[quote who="halmal242" reply="4" id="3355323"] Ok, that makes how to make an additional move skill after attack. Now how do I limit the movement to only 1 square instead of full movement so the skill is not overpowered?[/quote] You didn't read the hobble effect did you?
Look at the rush skill... notice that this grants you another turn immediately after you own. Use the tag and use that same initiative boost to yourself. Secondly, look at hobble. Use the tag on this as well and set a duration of 2 turns. Thirdly, look at the modifier DefendableDamage (The impale, spear attack, double strike all of these skills use it) This will allow a character to attack and have a second turn to run away 1