Shawn2k7

Shawn2k7

Joined Member # 3359803
2 Posts 27 Replies 10,300 Reputation

5 In CoreMaps.xml Set this to around 5-6, or less, and that should resolve the problem. What size is the map your trying to generate.

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I don't know for the DLC because I don't have it. I have to update this mod for the lastest patch as it modifies core files. Been kinda busy I'll get around to it though haha. Thanks for telling me I think its because I'm attempting to generate more willdlands then there are available I'll see if I can resolve this, I've noticed this in one of my games as well.

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Haha yea true, but I think I'll keep it as is, since most people already know it as Tile Mod. The core improvments they were speaking of is a mispelled folder name, not a suggestion to rename the mod :).

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Rivers in wildlands not turning into rivers after it the wildlands have been conquered has been an issue for a while. Happens in lots of other wildlands stamps as well. I can't imagine this should be too terribly difficult for the devs to fix. It really kills the immersion faction for sure though...

2 Replies 3,035 Views

Yes it should be core improvements haha. Surprised no one caught that until now. Hopefully people put the files in the right folders - doh on my part, thanks for pointing that out I'll reupload a fixed file. Yes some areas will not show yeilds because the areas around there are non-fertile. Casting birth of summer on those areas will usually make them fertile and usable in most cases, but not in all cases, depending on whats around there. In a swamp infested area like the one you've p

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This has always been the case as far as I can remember, the tile where the city was built is no longer available if a city built there is destroyed. You can try the spell that revives the land there and see if it comes back. I think its called birth of summer.

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If you want only regular rivers do not move anything from the 'mods" folder in the zip into your LH mod folder.

40 Replies 52,282 Views

Yes there is, in the CoreMaps.xml file there should be a line that reads 5 Change this to a higher value under huge maps if u you want more wildlands, but that is the default if you set it to dense you are probably getting around 8 wildland's already, you can set it higher but there are only so many wildlands in vanilla LH so you will reach a cap very quickly. I think there are only 12 wildlands. You can edit how quest

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Would like to see some diplomacy options implemented... right now AI interaction is rather spotty at best. 1. Ability to 'trade' cities. Say one takes an AI city, one can than ransom it it back to the AI for resources/peace. Or you liberate an ally's city from the enemy, and then have the ability to return it to your ally resulting in a big boost to relations. 2. Ability to mediate for peace between two warring AI factions. This may be

101 Replies 554,137 Views

[quote who="StevenAus" reply="14" id="3367156"] Could this be moved to LH Modding forum now that it exists? You just need to edit it and change the "Category".[/quote] Can do, thanks. Glad, you liked it Jutelrea :), 9 seems like a lot I would of liked the map essences capped at 7-8 for the 2-3 essence based wildlands cities, but it takes a very long time for me to test everything out as far as wildlands go because I have to actually clear them in my

40 Replies 52,282 Views

Haha, the -1 grain is because the magma forges reduce the food around them by about 1 grain, in order for -1 to happen it would mean that all the other tiles around there give no food at all, I was interested to see if that would ever occur, guess it does :). Sadly, its not possible for me to control where players or AI spawn, there is not a flag to put stamps a certain distance from spawn points, I would of liked it if this were possible as well, maybe someone knows a method to implement thi

40 Replies 52,282 Views

Glad you guys liked it, yup the screenshots are examples of some of the better places, but there are plenty of average places as well, I wanted a great variety of all kinds of places :).

40 Replies 52,282 Views

[quote who="crimsongekko" reply="5" id="3362656"] nice, kinda like ecomental for LH! I'd recommend you grab his ecology and lush map types and water amount changes, should complement your work very well [/quote] I will look into it, if I have time I'll add it [e digicons]|-)[/e] . [quote who="Naidrev" reply="6" id="3362674"] Very nice. You may want to consider buffing the Deo-something-something city. It will be weak compared to most cities n

40 Replies 52,282 Views

I created a mod to address some of the issues brought up in this tread, feel free to check it out. https://forums.elementalgame.com/444847/page/1/#3362647

26 Replies 25,097 Views

[quote who="Heavenfall" reply="2" id="3362547"] 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.[/quote] Thank you this will make the installation process simpler. I was going to ask you for permission to do so, after I saw if there was any interest in the mod, did not want to bother yo

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Tile Mod - For Legendary Heroes Tile Mod modifies almost every aspect of tile generation system in Legendary Heroes. The aim is to make the world feel much more alive, vibrant and varied. The base tiles have been modified as well as resources, which now have a much greater effect on tile yields. This creates the possibility for some very interesting, and powerful cities. <img src="http://imageshack.us/a/img4/401/legendaryheroes13694486.jpg" alt="" width="1

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[quote who="yuffiekasiragi" reply="4" id="3325865"] In that quoted post you mentioned that you made a modded version allowing tile yields to surpass the softcap of 9 total resorces. Would you mind sharing that/ how you did that, please ? [/quote] The first picture is how their old tile system generated that portion of the map, and the second picture is how their new tile system generated i

24 Replies 35,298 Views

Yes, the new tile system softcaps everytime at 9 yields per tile, in order to move above this you would need an ungodly amount of tile generation on surrounding tiles, and even then you will just end up with insane tiles like 3-1-8 or something in that fashion. I've made a post about this in the patch preview. https://forums.elementalgame.com/440201/page/4/#replies

24 Replies 35,298 Views

Your new tile generation system makes no sense. The new generator softcaps nearly everything at a total of 9 yields per tile. Also it seemingly just randomly pulls tile yields from nearby tiles at random and then ignores the rest. In this scenario the best city you will ever come across is probably just a simple (3/3/3) city. Your old tile generation system was fine it just needed some tweaking not a complete overhaul. I've been building a mod to create more varied tile yields, an

106 Replies 322,344 Views

Thank you for looking into it Frogboy, this really is a game breaking bug for those of us who like to play this game on larger scales. I've reserved myself to 8-10 players just because of this bug.

42 Replies 86,700 Views