halmal242

halmal242

Joined Member # 3198180
87 Posts 674 Replies 855 Reputation

I wish there was an ability to modify buy and sell prices such that if you buy in your kingdom/empire its normal prices but if you buy in another kingdom the prices are based upon relationship with another kingdom/empire. At war 300%+ prices, Strained 200%, normal 150%, friends 125% and Ally 100% so no mark ups.

844 Replies 1,924,182 Views

A suggestion about threshold AI attacking stuff, ignore this if it already exists. Set different threshold between behaviors levels based upon intelligence/aggressiveness. If a monster has a low intelligence have it act random like mentioned but if it is aggressive have it attack things 1 square away. Have the distance for aggressiveness increase by intelligence level like Animal / very low / low / normal / high / very high / exceptional such that the max auto attack distanc

27 Replies 48,700 Views

Hello, Is it possible to increase the sight radius of an improvement without increasing the ZOC? I changed the default sight radius for improvements within elementaldefs and nothing appeared to happen.

1 Replies 3,771 Views

You might want to try setting the Requires city improvement tag to 0, sometimes the system is a little odd on what is considered an enabled bit for the different tags.

844 Replies 1,924,182 Views

To get the spell now do the following if you really want it. Go to the Core Improvements folder and open the Techs_Amarian file using either a text editor or an xml editor. Search for . Find where it says [code="xml"] Player UnlockSpell DestinysGift <b

270 Replies 670,017 Views

[quote who="XWerewolfX" reply="2" id="3388322"] (Inappropriate response to your inappropriate response redacted) Now, Froggy, release it. [/quote] The Kraken?

8 Replies 6,134 Views

I would like to see a cure poison spell as well if we are asking for counter effects. Also why are there no diseases in the game (besides the plague event effect) for death magic and their opposite cure disease for life?

270 Replies 670,017 Views

This is something I have mentioned before as an aside on a different topic but I will post it again here. To increase the depth of the RPG aspect of the game I think explorable dungeons could be added. To do this they would have to act like a mini strategic map where time does not pass while exploring it. After all it is a whole season between turns on the regular strategic map. The reason I say a strategic map is that you can then have blocked visual unexplored areas

86 Replies 498,340 Views

[quote who="abob101" reply="291" id="3387239"] Anyone know if against a (Monster) UnitType actually has any effect..... and if so how it works?[/quote] I am pretty sure Frogboy replied to one of my threads back at the beginning of FE that it controls the aggressiveness level of a monster in its likelihood to attack units nearby as well as cities.

844 Replies 1,924,182 Views

After playing around with the tactical map generator recently, I can say the likely cause is that there are not enough blocked tiles. If a single line of blocked tiles are used around the edge an ability can cause a unit to be pushed past the blocked tile line. Whereas if there is a line of two or more blocked tiles in a row with a open space for movement behind them a unit can not bypass the blocked tiles to the open tile behind.

4 Replies 4,924 Views

Aye, I was going to say I figured out how to rotate already but thanks anyways. Sadly this does not allow for the finesse that the tile modifier tool so you can't quite create quality cityscapes. Basically I was going to mess around with making new tactical maps for city battles. Not a super ambitious goal, I am just puttering around with it while on break. I might go into the tile tool and make what I want and use that stamp to make the tactical maps the way I wan

7 Replies 7,445 Views

Dumb question then, how do I select unknown terrain as an option? I did not see it anywhere within the different terrain values. Secondly how do I adjust the prop sizes? There is no menu that pops up so that I can adjust the size or direction in any of the three planes.

7 Replies 7,445 Views

A tag along question with this one, how do you put props in tactical maps like you would in the tile editor such that you can make the cityscapes for LH? For instance, fences can be added but they are either too small or they do not bridge the gap between each piece. How can you make them all connect together? Or do you have to make custom tiles and then add those to the tactical map files?

7 Replies 7,445 Views

Hey guys, How do you make it so that the edge of the tactical map beyond the blocked tiles are blackened? I know how to add a base terrain, make props go where I want them, and make the edge of the maps for the blocked terrain. I just can't figure out how to darken the edge beyond the blocked tiles. In FE there are not darkened tiles but in LH there are so I am just trying to learn how to make some tactical maps. Any help is appreciated.

7 Replies 7,445 Views

Hey guys, just a quick simple question, when does damage resistance take effect? Is it front end, before damage is calculated versus armor, or is it back end when max damage has already been determined? This may not seem important but for me it kind of is. I know I can eventually figure this out but I was hoping if someone already knows it will save me some of my little time off I get between semesters. Thanks for any help on this.

2 Replies 4,488 Views

I think the best balance would be to then instead of a chance to perma die per injury just make it a set amount of injuries before perma death. Then keep the ability at highe level to remove injuries as a way of extending champions but still keeping a slight limitation.

20 Replies 12,936 Views

Nice observation Wo1verine. You might ave a very good point there as all of the pathfinding in the game is usually based upon pioneer pathfinding in general. At least this is what I thought Frogboy meant when he was discussing pathfinding algorithms a while back.

270 Replies 670,017 Views

That is why I said the best solution so far was for champions/sovs accumulate injuries that can eventually lead to death if not removed. Unlimited deaths is somewhat silly but knowing that as your champ/sov dies it becomes more likely it will be a permanent loss so you will be more careful with them.

20 Replies 12,936 Views

This has been something that has bothered me for a while as well. If I had my druthers I would make it so that only the Sov can retreat and gains an injury and loses a set amount of mana not half. 50% can be a very extreme loss later in the game whereas a set amount can hurt initially but the injury might not whereas later in the game accumulated injuries would make your sov much weaker. I liked the Heavenfall had a compromise in one of his mods that when a champion accumula

20 Replies 12,936 Views