Vampires are basically in the game if you consider he Wraith factions ability. You could mark them as undead as well but then you give them a huge negative because of the undead attack weapons that are out there. Plus then they could not pick up those same weapons because hey they are undead [e digicons]^_^[/e] . Anyways I will add them to the list anyways. Updating it now.
halmal242
I don't think so but it is possible but might be difficult. It depends whether the feature hook ins were left there or not. For instance the statistic modifiers are a legacy from E:WoM but the ability to have a tactical mana supply was removed from the game and as such is no longer a viabile ability to add back in because the hook ins were removed.
Is it possible to create sub factions that can be cross main factional as diplomacy modifiers? Such as racials like you are a race of Men +2 you are not Men -2 You are Troggs -4 and what not. Basic traditional racial discrimination besides the factional discrimination that is normal and even brought up man times within the game. This amount could be negated by a racial trait such as like betrayers but instead be called accepting or somesuch. I just think it might add m
You can create new stats but not be able to create global modifiers based upon those stats hence why I am asking for the ability to modify the stats that are already in the game but change what they modify or by how much.
Ugh no tentacle monsters, unless tastefully done.
I am asking for the ability to modify the modifiers such that what do the main stats effect.
Alright guys I figured I would start a thread for where we can put in a list of what new models/monsters we would like to see added to the game. Please add to this, this is not so much a I want as a lets get a list of things we want as a community for a possible DLC. My request is simple and may already be able to be done, but is beyond my ability to create. Eventually I will append this with a total list of everything people have added to this thread. Monsters req
I would happily mod it back in along with the armor/weapons mod I have been messing around for a while now.
You are right it would be ideal to have both system but if we have to lose one for the other to work I would rather have the proficiencies over the encumbrance system. However it may be that they change it back and re add the encumbrance system or leave it in place for modders to add back in as they see fit, we won't know until we see how it works in game and within the game code.
I think this is a good thing for the game as it limits gimmicking units based upon the encumbrance system that used to be. This is also a great way to be able to limit a unit to a specific armor type, archers using only leather or chin and not auto upgrading to plate. This is a really good thing as it opens up a tremendous amount of mod-ability and I am ecstatic over this. This opens up the ability to create custom armors that will be used in th
Can we get this fully in the Elemental Defs file please?
Anywhere between the min and max for damage values.
Something I have been pondering for the XP problem is adding a simple base exp modifier to each monster. Such that they get the base bonus and then added to that would be the additional bonus xp that you get for the current system of attack modifiers. So no matter what you get a set amount of xp before the split. So those 5 groups of mites would be worth 1 xp per mite (before the systemic value is added) for a total of 25 xp. Then add in total attack value from the systemic
Basically I would like if you could adjust what stats re adjusted by a modifiable formula for the legacy stats that are built into the game. I know this is partially in the Elemental Defs file but I would like if I could determine what each stat modifies and the formula it does it by. That is all.
So far as I can tell exp is a diminishing returns for lower level creatures. This just means that the higher you get the less the low level things are worth which to me always seemed rather stupid. Doesn't matter if its something easy to kill or not for someone specialized in killing something, ask a big game hunter who kills things that can kill them and they will tell you that you ca always learn something from each kill. Basically I do not believe you should learn les
[quote who="StevenAus" reply="8" id="3341725"] Yes it would be much better to have separate upgrade paths for fire and ice. And while we're at it, could regular melee weapons upgrade to magic weapons (spear to ice spear, axe to burning axe etc.) or have a separate option ("Upgrade to Fire Weapon" or Upgrade to Ice Weapon) if there are regular physical only upgrades already available? So you could upgrade a Spear to an Ice Spear (using "Upgrade to Ice Weapon", or a Spear
By the way I figured out why when you select the max upgrade for a unit why a certain item will not show up. I.E. when you want anything on the right to show up and it won't is because if you do not have the resources available at the time of unit design then regardless if you have the tech the weapon/armor or choice for max upgrade value will not show up even if you have an income for the item necessary to make that unit later. So if you don't have metal,
Oh its still going but its an evolving thing with constant changes in how LH makes changes to the basic structure of the game and how I have to adapt to it. Right not I am working on base structural changes to see what works and what does not with the code. Once I can iron out what works I can get started with the actual code writing for weapon/armor/magic/and stats. The main thing I have learned is there are certain things that are literally so intertwined that you can'
Another great example is think of what you could do with this and the Dark Wizard. Dark Wizard 1 => Dark Wizard 2 (Spawn Apprentice wizards who can make their own lairs) => Dark Arch Wizard (No more Spawns) but Apprentices are now Dark Wizards of their own => Final Lair, Dark Wizard Lich.
I attempted this but it will not according to Heavenfall. I know about the upgrading goodie hut thing and I think its a great idea to coincide with the spawn new lair would be an incredible way to spread monster factions. My only other idea to go with this would be to set it up that monsters get 1xp per turn in addition to also attacking each other of different types. Beasts attack non beasts, trolls attack ogres, things like this so that in an area only one sub mo
This is why I suggested a strategic autocast so the variable for the wandering monsters would be on an individual basis as opposed to at the monster lair. This would allow "dragon kingdoms" per se or a bunch of wolf dens with a primary den for the original den that spawned the first patrols upgrading into the greatest wolf or something. This is somewhat ambitious but not more so than many other projects listed on these boards.
The problem is what about using it for setting up specific instances for each monster? You would have to create a specific event trigger for everything whereas you could have a autocast spell and at the beginning of the turn it would cast. So for monsters/AI you could set up a spell to create a new lair when a monster reaches a certain level thereby evolving the monster and bypassing the problem of summoned creatures dying when they thing that summons them dies. Th
As intended we never found out why though.