[quote who="mqpiffle" reply="31" id="3344764"]If that's your logic then why not add the cost of every trait to the production of all units and let them have all the traits, and be done with it.[/quote] ...because then units wouldn't be unique. A good trait is specialized and helps a unit to do a specific thing, thus differentiating units. A trait that is absolutely necessary and does nothing but tweak some stats is pointless.
DsRaider
[quote who="iamaddj" reply="28" id="3344753"]I'm finding that I really like the new system. It does simplify things a lot, and you can either like that or hate it. The main thing is it seems to be easier on the AI, at least thats how it looks to me, since it was really easy for me to make a unit that had great amour and stuff, but still had had high initiative, using muscle or strength, picking a warg or a horse, etc. I could min/max really well, but the AI can't and often seemed to h
[quote who="parrottmath" reply="9" id="3344713"]All that is left is the difficult part...making the icons and the pictures. Oh yeah and designing the champion to fight so it's not bacco the beggar anymore.[/quote] I would be glad to help if you want it. I like the idea behind this quest. It has an interesting and unique reward.
[quote who="mqpiffle" reply="25" id="3344600"]I don't know if I agree with that. However if there is a unit trait for strength, they need to up the labor cost quite a bit.[/quote] It would be pointless. As every unit with armor would need it, so why not just add the cost of the trait to the cost of the armor and save yourself a huge headache.
...and only champions and Trogs should have encumbrance bonuses. Absolutely no unit design traits that increase weight capacity.
[quote who="Redindus" reply="2" id="3344331"]Thank for the reply, i do remember when first one came out and i did some change to it. But not much though. Only problems is that when i work on this project, it require different races and different units for that races. As i remember playing the game, most units are for all races, so i hoping that can be change. It been awhile and remember alittle how they setup the codes.[/quote] I played Lords of Magic a lot, mostly as Earth. By editin
Ya this bugs me as well. I think they should attempt to integrate them better into the lore. Instead of generic skeletons they could change them to be. The Scorched: The victims of Cinderbones come back as these blackened skeletons. Shamblers: These skeletons are controlled by the parasitic vines that killed them from within. Shades: These skeletons are created by Death Mages who summon minor demons into corpses. I just don't like the idea of generic skelet
[quote who="Heavenfall" reply="10" id="3343581"]Anything that is already in the lore, or very close to the lore. Personally I would like to see more "good" monsters, they are basically all evil right now (or a few neutral). Fell Dragon, Dark Wizard, Undead Lich, Bandit Syndicates, Demons. How about monasteries with zealot priests that heal each other in battle? If you got demons why not angels (doesn't have to be the wing-flap type, think D3 or just god-touched individuals)? Dawn Dragons?
When applying mods you have to turn mods on in the game options and start a new game for the mod to apply.
WoM did have multiplayer. I played it with my friends. The devs have said they plan on adding multiplayer to LH, but right now their network coders are all on other unannounced projects that absolutely require multiplayer support, so it will have to wait.
I like some facets of the new system but other parts are kinda off. I like it because it is easy to understand and you don't end up giving every unit strength. It also makes champions more unique, differentiates classes, and makes troop upgrading simpler. The first problem is that now there is no reason not to use full leather all the time. Before there were reasons to design units with only 1 or 2 pieces but not now. Currently you may as well make leather a starting tech because
[quote]Removed Encumbrance. Instead we have chain mail proficiency and plate mail proficiency that enables the use of those armor types. Defenders get both early on. Warriors get chain early and plate in the middle of their trait tree. Assassins get chain mail in the middle of their trait tree.[/quote] Wow, big change. I understand why you did it, encumbrance made designing units messy and exploitable. It really did not work with the current system where armor and items upgraded into
Nobody ever used weapon damage types, ever. The problem was it was utterly pointless without armor types, which really didn't exist in FE. I see no way to re-add damage types without adding in some new armor so players have a real selection, and that would be a ton of work. As for Impale I think simply allowing it to target units 1 square away without having to hit a adjacent target would give it some depth, so you can reach over your own units. Also when it comes to
[quote who="Sanati" reply="38" id="3342533"]I think every tier of fortress bonuses should be about strengthening trained troops, I think that mechanic is awesome. Don't remove it because the AI is currently too stupid to take advantage of it, fix the AI instead. [/quote] A lot if not most of these are fairly OP though in certain situations. I already mentioned the accuracy buff as one of the leading reasons archers are considered OP. Why give a unit the accuracy trait if it alread
I agree that charge and impulsive need to be removed as fortress bonuses. In general fortresses should be producing units quickly and cheaply, not producing super invincible units. Among other things this is too hard on the AI, and human abuse of this is what is killing the AI. Impale is fine I think as it is rather hard to set up most the time. Cleave on the other hand is more then a little OP. I think it should be doing only 50% damage to adjacent units and only 100% to the main ta
In FE I got the campaign award from beating my custom campaign... Also beating a sovereign means defeating them in battle, defeating a faction means killing a faction.
I have just basic axes and daggers unlocked and when I click the upgrade button in the unit design screen it doesn't select them or anything. Is anyone else getting this bug?
[quote who="BeelzebossErik" reply="64" id="3341541"]I'm making a tech tree mod currently, can i use your alchemical fire and alchemical catapult in there?[/quote] Sure
[quote who="Sanati" reply="25" id="3341983"] Godlike? Not really. I just started a new game, not very far in, made a beeline for bows and wargs. Picked Amarians (no fire shards yet >.<), archers, quick, lucky, enchanters and rebels. Very early fort is now creating warg riding archers with 26 init and 17 (19?) attack x3, no metal cost, no crystal cost, just the weak bow, a couple pieces of leather so as not to encumber, and the +15 weight +1 atk, +2 init, and +3 attack vs lower ini
For Fallen Enchantress XML is in Program Files\Stardock Games\FallenEnchantress\data\English Put the edited files in Documents\My Games\FallenEnchantress\Mods
[quote who="thadianaphena" reply="59" id="3340633"]for my Horselord faction, i was going to have the blood trait auto-equip a warhorse, to always be mounted.[/quote] An interesting idea but it might be a little OP, and you would want some infantry.
[quote]Added Kulan of Umber as a starting sovereign. Added General Carrodus of Capitar as a starting sovereign.[/quote] Yeah does this mean they will get some love trait and balance wise. There are a ton of bugs with their unique traits, and as currently implemented they have no racial abilities.
You can design much tougher juggernauts. There are like 5 unique juggernaut traits, one of which gives +10 armor. You can also equip them with magical items and belts. Iron Golems are like 5 times as expensive and much much weaker.
[quote]Yithril's Great Axes faction ability (renamed to Axe Mastery) gives them dual wield versions of all the axes. They cost more to produce and buy but they have higher attack and init.[/quote] Fighting Yithril is going to be terrifying.
[quote who="Derek Paxton" reply="1" id="3340297"]I'm working on getting it together before release. It won't be a heavily modded game like the FE scenario. But a play of the LH game in a specific situation so I'm less worried about bugs though we do need to balance and playtest to make sure its fun.[/quote] Very cool. I look forward to playing it and sneaking a look at the xml. [e digicons]:grin:[/e]