Defending When a unit passes their attack action, their Defense is improved until their next action. Ability_Defend_Icon.png <IconFG>
DsRaider
Look at the defender ability in CoreAbilities as well. I believe you could create a new unit stat like UnitStat_Tactical_Auto_Attack_Boost and edit Auto Defend to look at it as well so units with a points in UnitStat_Tactical_Auto_Attack_Boost get a attack boost when they defend.
So even though some races already get one midgame unit from an ability like Cult of a Thousand Eyes, to be fair I have to give every race a unique midgame monster not tied to a faction ability. So this is Roseln's, the Revenant.
Updated to Version 3c The reason I redo Capitar and Umber is that I feel they were not done properly. When they added them to LH they didn't change anything from their incomplete FE versions. They didn't give them blood abilities like every other faction, they reused existing traits, and the traits they have are largely pointless and sporadic. I just can't look at them and see complete factions. Also Umber is basically just a worse version of Yithril, they even look the ex
It's worth checking out now anyway since 1.2 was a big AI patch. Challenging is well challenging. Although I don't really play to win.
Some more bugs: -The AI gets the level 7 quest hero Araine near the start of the game very easily. -Yithril AI builds lots of Brutes even though they totally suck and have no armor. -Ironeer archers use guarded strike. Questionable. -Suddenly Darkling modetypes can equip Kiteshields and some leather and chain armor pieces.
I believe it is actually the tag CityDefender on a unit that makes it be spawned as a city defender. I'm not sure if it chooses based on race or faction. I have experimented with creating a third Allegiance but right now in FE and LH the amount of environments is hardcoded, which is the big reason it's impossible. For Clarity's sake Factions like Altar and Yithril are the teams you play as, they get faction traits like En
[quote who="athelasloraiel" reply="11" id="3367170"]dragon hatchery and eggs....to raise a dragon?[/quote] I'm not to worried about it now, but later I plan on redoing/adding in some late game monsters. Stuff like Dragon Riders, Titans, and Hoarder Spiders.
[quote who="Naidrev" reply="14" id="3378198"]Protective: All city types can build Hedge Walls. Outposts create fences around any structure they are built next to. By fences, I mean the same mechanic that cities use to absorb resource buildings. I am not sure if this is possible, but it would amazing if it was. It would really help a player protect their resources defensively, without having to constantly un-guard their outpost units.[/quote] The first part with city walls w
Yes that would apply the custom texture to the model. Although the Gfx\HKB\Armor\ is unnecessary. Use the mod folder.
[quote who="BernieTime" reply="10" id="3377919"]Does the Trample ability also do Damage as well? If so, that could be a bit OP. Does the Racial Skill work like the Burning Wraith skill (Stackable)? I've been compiling some feedback on the last update, hope to get it over to you today.[/quote] Yes it does do damage as well. Keep in mind it's basically Impale except you move through them. Which is usually bad, as you get surrounded, so I added something to
A sneak peak on the new race/faction I am working on. Blood Trait: +1 Initiative, +5 dodge. Racial Skill: Resolve - +1 damage and +5 accuracy. Stackable. Also Horselords now unlocks lances. Which are one-handed spears that can only be used while mounted on a horse. Lances also unlock the Trample ability which allows a unit to move 3 spaces and hurt units they pass through
I'm guessing Children of the Storm will clash, ParrotMath's stuff should be fine. This is compatible with my Additional Traits and Races mod.
Ignys are usually very easy to kill. Even the groups of 3 don't take much to kill.
I don't think you can disable a race. You can disable a faction though by adding 1 to the faction xml.
Version 3b is up. It should fix all the issues reported by Nightmurderer03. Also check out my new Age of Fangs mod. It is compatible with this one.
Thanks for the info I really appreciate it. [quote who="Nightmurderer03" reply="4" id="3377160"]* Destrier mounts aren't unlocked in the unit design, neither of them show up meaning not normal horses and not Destrier mounts.[/quote] What Race were you using? [quote who="Nightmurderer03" reply="4" id="3377160"]* Most capes and cloaks don't show up on the new Urxen race and lose their icon.[/quote] I'm not seeing this. Could you be more specific?
1 Will increase the size of a unit. and some fallen male units have a different body type that is larger and more muscular such as FallenMale However no you can't make a unit fatter through xml.
First beta uploaded. Bleh this mod requires so many little art files. I could spend weeks adding little icons and pics. I also want to eventually add saddles to some mount textures.
I would love to see HoMM style boats, ie transports. That would open up maps making it harder to be cornered and give us tons of new places to explore. It would also make water look better if it actually contained stuff and had more details.
That race editor wasn't made for LH, so it won't work right. Making a custom faction is easy you can use the in game editor. Making a custom Race is not that hard unless you also want a custom modeltype so your unit has custom clothing and looks. That's is very very time consuming. You don't so much add a new race as edit 90% of the xml to include it. Look at some mods that contain races such as my Additional Traits mod or Children of the Storm.
This has been on my back burner for while, even though most the work was done for it, because I didn't like the way it fitted together. Two new resources was too many. I have removed bloodstones and simplified the system so that while the small units still require tokens from primitive villages, the big units now require techs and various resources including sometimes tokens. I think this is a nicer system. I also have added a bunch of heavy mounted units as shown above. I am just
Some stuff I noticed in my last game that could be fixed: -Spiders web the same unit twice. -It would be nice if during the plague event it told you how much the cure plague spell costs. -The Fury trait would be much better if it kicked in at under 50% health instead of 25%, even if it gets reduced to +4 damage. -The AI does more damage to itself then you with catapults.
Oh sorry I thought there were instructions up already somewhere. Once unzipped all the files can just go in My Games\LegendaryHeroes\Mods except the files in the Gfx folder which go in My Games\LegendaryHeroes\Mods\Gfx, and the files in the Tiles folder which go in My Games\LegendaryHeroes\Tiles.
The devs discussed it quite a while ago a bit but they never made any real plans or promises. The only real chance of it happening is in a new expansion. I keep hoping for it but ya...