I played the single player, I had a very hard time finding a goal while playing the game. I didn't see any reason not to just keep my civilizations at the very bare minimum of development.
Heavenfall
The prerequisite is in the itemtype, not the tech. CoreItems.xml Quest Map These maps can be used as clues to unique opportunities in the world. 100 &n
You should keep the champion type tag because it's used by abilities and items that specifically target the type such as Executioner trait.
That unit gets traits on levelup like it should in FE:LH. Are you running FE or FE:LH?
Do you even lit?
Multiplayer 64-bit .exe Steam workshop
post your xml
For the centaurs, I have no idea how to do that. My rivers aren't built using the normal system, it's literally manually placed props and terrains. It is thus easier to fix manually.
Strange as in unreliable!
Go into the inventory and select the item, then press "Use". They are single-use items that you can only use in strategic mode.
Unit design window does not support this type of dynamic blocking/unlocking of traits, as far as I know.
You are not. Instead, replace [quote] [/quote] with &nb
v.B, all undead now come with Not Alive and Immortal traits as well. No other difference.
Uploaded v0.1 which includes the monsters and the rivers from Stormworld. Please let me know of any oddities. http://i.imgur.com/RCVsYok.jpg
I sent a PM to Frogboy about this a day ago or so, it really is needed to keep them separate. A mod for LH is most likely not compatible with FE.
[quote who="Hawntah" reply="3" id="3362613"] ∞ [/quote] / 0
Have you run into any problems when using the rivermod in LH? I plan to convert it from FE to LH but I haven't had time to look at it yet. PS. If you want to include the rivermod in your own download you are more than welcome to.
In HoMM6 there are ~25 units on the map at the same time. FE:LH features hundreds. HoMM6 has static animations for almost all units, FE:LH requires a vast amount of animations to allow for different weapontypes, abilities with those types, and mounts. HoMM6 animations were incredible. FE:LH are average, but not bad. And given the above, I'm satisfied.
Didn't work when I tried it in FE.
For population you should go to coreimprovements.xml. XP are calculated using a formula based on variables found in ElementalDefs.xml.
Don't know.
If there is, I don't know about it. At least not through the normal champion selection screen.
You cannot set overpower to less than 0.5, as that means it will cause less than 100% damage to groups with 2 members. The overpower code is this: if (fAttackerOverPowerMultiplier > 0.0f && ulNumTroops > 1) lDamageRoll *= ulNumTroops * fAttackerOverPowerMultiplier;
Scripts in dxpacks are useless for anything other than to alter how UI pieces display themselves. The data sent to each UI piece can not be altered with such a method to produce improved results.
[quote] Friendly units can now move through each other in tactical [/quote] NO! SD STAHP. WAT U DOIN? I don't understand this change at all, you just killed a significant amount of tactical relevance to positioning (now that it was finally starting to matter with weapon abilities!). All for having to not implement proper positioning pre-combat??? Or what is the intent here...