halmal242

halmal242

Joined Member # 3198180
87 Posts 674 Replies 855 Reputation

It would add a slight amount of complexity but it would also add the ability to make the governor more useful in a single city immediately instead of just getting it to level 6 and parking it somewhere. Mainly it is more of a way to add a layer of depth the game does not have, a way to add loyalty and espionage by way of sabotaging loyalty through spells or abilities. Maybe add some more non combat abilities to the game say for the assassin class could have an ability to undermine

6 Replies 15,288 Views

Hey guys quick questions, I have been playing a lot of Sins lately and I was wondering why we do not have a loyalty factor within this game that can be used as either a scalar or additive factor for city unrest. City unrest would still drive total productivity levels but loyalty would be the limiting factor to a large empire/kingdom. We used to have prestige which could be converted to a loyalty effect in that the more cities you have the less loyal each ini

6 Replies 15,288 Views
Reply to N/A in FE Multiplayer

It has to be fixed using Desktop X file modifier. I was not able to give it enough time to tell you how to do easily. There are some tutorials on Stardock's homepage for DesktopX on how to modify stuff but it was over my head to analyze in a short time.

2 Replies 1,567 Views
Reply to LH AI in Legendary Heroes

Why not just change the modifiers for the cityhubs such that they increase movement within them for allied forces and retard ones that are hostile? In neutral territory it would be normal speed and then in someones hostile territory their cityhub modifiers will take over.

75 Replies 216,304 Views
Reply to N/A in FE Multiplayer

The escape tile still works but only for the Sov and Champs which if I remember correctly was how the E:WoM versions were as well. However the new retreat function from cautious sov allows you to retreat and keep your troops. So it is one or the other.

4 Replies 2,223 Views

Hello, This is my other thoughts thread on a topic I have been pondering on for a while as well. I separated it as they are two fundamentally different issues but both are important. My understanding of the trained troops having no split to their xp is to balance the fact that they have a large xp penalty and to encourage the use of single or dual heroes per army. This seems counter-intuitive to the point of an xp split. It should be an all or

3 Replies 11,695 Views

Hello again guys, It has been a while since I have posted a specific topic here but this is something that has been in the back of my head since unrest was added into the game. I know it has been a long while now since this was added but I am trying to think things through all the way unless I want to end up posting something not worth reading. My thought is that while the unrest system we have right now sort of works it does not really represent what it i

3 Replies 11,534 Views

I vote for Master(s) of Elemental. MoE is a good acronym and it sits well within the story/plot that has been developed throughout the series already. If you were branching the story to something completely different I would vote for the Elemental Rebirth/Reborn as it fits a different direction while still showing where things have come from.

123 Replies 644,951 Views

You might want to see if the tag for city level works for AI wrappers. It was in E:WoM within the core improvements file. 3

844 Replies 1,925,139 Views

Well, it is possible to standardize but it is a pain. You can assign how much xp something is worth within the monsters file or assign a trait that makes a unit worth a certain amount of xp based upon its level. This is a difficult thing to balance tough as you would have to turn off the xp based upon combat rating or reduce it or change the xp curve to adjust for fixed instead of variable xp values that are currently in game.

7 Replies 11,400 Views
Reply to N/A in FE Multiplayer

Most of the tags for elemental work just fine within Fallen Enchantress and LH however there are some that will not. The main difference is the old tags that have to deal with stats and tactical mana.

18 Replies 29,453 Views

Ok, I found what I was talking about and it is apparently not what I thought it was. [code="xml"] - City AdjustDefendingUnit 5 + UnitStat_HitPoints 1 [/code] This is listed w

844 Replies 1,925,139 Views

I don't think that is the code I was talking about, it literally has city in the tag line. I had to send in my computer for RMA and am in the process of reinstalling games. I saved my core files but games that could be redownloaded were sacrificed. Otherwise I would have just looked it up. I should have the time today while at school to abuse the blazing download speeds here.

844 Replies 1,925,139 Views

There is a hold over tag from Elemental, I can't remember the tag sorry, that boosts a defined stat for defending a city. In EWoM it was a hp boost depending on city level.

844 Replies 1,925,139 Views
Reply to ignore. in LH Modding

I looked [e digicons]X([/e] .

24 Replies 15,676 Views

This seems to be similar to the problem that used to exist for razing cities for players versus AI. The AI can see and settle everything where the player is limited in its sight and accessibility by the UI. The only realistic solution seems to be to code in the min food of 1 for a tile to be settleable for a AI then it can do its algorithm to determine which ones are the best. This mainly seems to be AI coding, as stated above, not game coding.

11 Replies 17,934 Views

I made an initial stab at a weapon/armor mod back in FE and I will pass on some stuff I learned from doing it here. [quote quoting="post"] -Is there a way to set range on randed weapons? -Can i tie weapon and armor to what improvements are found in a city (ie make them available only if they are there)? -Can i add more classes of weapons? -Can i give greater range to melee weapons? [/quote] 1) As stated above the AI h

35 Replies 90,596 Views

There was a cheesy movie in the 80's that did this as well, heck if I remember what the name of the movie was though. It was fairly low budget and only made it on TV not the movies. It may have even been a 70's movie.

8 Replies 28,187 Views
Reply to Post hunting in LH Modding

Ok, I will try to strip down a base faction using this information. Thank you.

9 Replies 8,640 Views
Reply to Post hunting in LH Modding

Raceconfig I think is what I was looking for. I am just wondering what the minimums are for unit types for a race? I know you have to have a sov, a militia, a shopkeeper, scouts, and pioneers. What else is the minimum for the game to recognize it as a valid faction?

9 Replies 8,640 Views

Quick question guys, I was trying to find the post that goes over the minimum things required for a faction. I know there was a post on this but I can't find it for the life of me and don't want to start a new post just to rehash this.

9 Replies 8,640 Views

This is amazing work. I have been pondering how to do something like this for a while now but just literally never had time. However, what you have done here is far better than what I planned to do. My hat is off to you. This basically fits the general idea that cities should be surrounded by villages which is what you have turned outposts into here. [e digicons]5*[/e]

14 Replies 66,653 Views

I would pay for a DLC that added explorable dungeons that temporarily suspend normal gameplay. While normal gameplay is suspended you can explore a dungeon between seasons. The downside to having lots of time to explore is no mana regen while inside or anything else that acrues while inside. So what you come in with is what you have to use. Make it like a normal strategic map that has to be explored and has FOW.

53 Replies 184,051 Views