[quote who="Anelyn" reply="6" id="3353611"]Parrothmath thanks for the fix, but as it is, is still a bugged spell(s) and it needs fixing by the devs team before release We are here to provide feedback and report bugs (and I believe this is a bug since is not working as intended). Mods shouldn't fix problems in the game, but rather create different play experiences by improving / modifying existing parameters [/quote] I agree, that is why I provided the feedback to find e
parrottmath
[quote who="Derek Paxton" reply="8" id="3352004"] Quoting XWerewolfX, reply 7 Dude, please move to Michigan and work for Stardock. Agreed! But his is fixed (for parrotmath the issue was that we fixed an issue where units were getting heads they werent allowed to in unit design. Which broke slaves since they didnt have any enabled heads. I've set the sion head as well as a few of the male heads for slave use)[/quote] I would
Simply put the code isn't add the lifeshard in it Unit SummonUnit Wisp
Does you capital have essence? By looking at your save game... it doesn't. The cleric requires essence in order to be built.
there is only a soft limit, there is really no hard limit (Sovereigns and champions run out of traits and game breaks at around level 41 or so depending on the number of magical spheres you've got), not likely for anyone to get to those levels though. Unit wise I'm not sure if there is a limit on them.
[quote who="Murteas" reply="1" id="3353447"] Best of luck. I'll be watching with interest. Not an easy quest you've begun, most definitely in the "epic" category. [/quote] Thanks... your quest wizard was rather impressive and looked great, this doesn't look that great, but it works on the features I mentioned above (at least on my computer). Other features I'm going to include is a popup to tell the user what the internal names of all
This is a program to help create a quest for LH. It allows for the creation of more advanced quests and to test those quests without going to LH. Note: I am not a programmer. I will not take resposibility for any problems that may arise from using this program (actual or imagined). It is not purposely designed to harm anyones computer. It requires .NET 4.5 at the moment. To install extract the .exe and the three .txt files to a folder and run it. <a href="https://
[quote who="BernieTime" reply="22" id="3353434"]in the Horse/Warg balance thread the Knockdown % on mounts really shouldn't be 100%.[/quote] I think this is because of the animations that need to be created to make this look correct.
That is because they didn't add the pre-requisite for the building. But through modding it can be adjusted, although I do agree that it needs to be addressed by the devs. Either hid it with the pre-requisite, or create a seperate branch for the weaponsmiths in the building tree.
[quote who="OliverFA_306" reply="7" id="3353349"] Wasn't the AI supposed to follow the same rules as the player? [/quote] No, they are playing a different game than the player. It is just not overly advertised, and thus people say they are cheating because of it. The point is that the rules the AI follows are different and should be equivalent to the player. The random events are designed for the player not the AI. Also, turn quests are usually non-repeatable, th
[quote who="AeonSkyBlue" reply="16" id="3353411"]I hope at some point we'll have other mounts too (spiders, panthers, etc.) to make it more interesting.[/quote] Don't they already have a spider mount? Yeah they do already have one. you can mount a ravenous harriden. Not sure how to get one in game without modding at the moment, but you can get one.
I think that is an intended behavior. The price of not having armor has to have some sort of effect on the building tree. The weapon smith provides bonuses to armor as well as weaponry. They probably have to develop a separate weaponsmith to account the non-armor side of things.
The bloodcurse spell does not function the way it should. I think I know the fix, but I don't have the code to fix it. The problem lies in target type and the caster type. The code apply to caster only works if the CreatureTargetType is the same as the caster themselves. Since the caster is not a city the ApplyToCaster bonus is not working. There needs to be an exception put in the code to allow one to get around the TargetType when boolean value ApplyToCaster is implemented. Hope
[quote who="kwm1800" reply="115" id="3353384"]If that code works, they may finally fixed 1 ruining the whole code (or not?) But I can easily guess has not been fixed. I can't bother trying this again but regarding Stardock's stance of modding a.k.a "nop" it is still burst after 6 months of the release of the FE. See this thread. https://forums.elementalgame.com/436469/page/1/#3274785 I mean, I know the codes and stuffs (since I also did modding for some time) but ther
I can get this spell to work within the current system. You will have to add a background stat to every beast (and creature) similar to what heavenfall does. Then you remove the altogether. Resource Mana 1 <Expressio
Yup because it has this Caravans are immune to attack. This also gives access to the Bazaar city improvement and the Warhorse, which boosts the riders attack and
[quote who="kwm1800" reply="105" id="3353327"] Quoting parrottmath, reply 102 I disagree. My biggest difficulty in modding this game is drawing the darn icons. Really? OliverFA put his some input, but let me add more: there are too many inconsistency and too many limitations to do anything on this game. Like... dynamic cost for casting something fronthead? not possible. Even setting things like minimum distance between cities for
Yes, but the real problem is that there is only 1 lightning staff. So it is rather pointless to give it's own staff classification. I would just suggest that you mod the .xml yourself and remove the lightning portion on the fire staff and it will never upgrade to that other staff.
[quote who="kwm1800" reply="100" id="3353299"] Well, I believe "very easily" and "modding" cannot be in same sentence regarding this game. [/quote] I disagree. My biggest difficulty in modding this game is drawing the darn icons.
Even with auto turn on I agree with the original post. The auto turn shouldn't start until after you leave the city screen, or at the very least when you click done. That is needed.
I started an economic agreement with Kraxis (the one with a trade route between capitals). Ended the turn and then I received a crash to desktop. As it was crashing the water dissappeared. https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LegendaryHeroes0_87-2013-05-04T12-24-12_758.zip Here is the crash dmp file. Will have to chec
[quote who="Publius of NV" reply="8" id="3353252"] Quoting parrottmath, reply 6If you want it to upgrade to a vareity of things you might consider changing that .xml code to read Ah, I think I see. The base weapon damage of the lightning hammer (9) is the same as the base damage of the warhammer. I guess the additional lightning damage isn't accounted for in the upgrade calculation.[/quote] Correct.
If you want it to upgrade to a vareity of things you might consider changing that .xml code to read Maximize Sum UnitStat_Attack_Pierce</ComparisonA
I think it would be rather scary for the flying creatures to fly over a magical chasm with who knows what creep lies within. It could be just the fact that if they do fly over them they will get bolted.
Creating an advanced version of an Elemental Quest Editor for Legendary Heroes.