DsRaider

DsRaider

Joined Member # 3393970
143 Posts 2,032 Replies 25,104 Reputation

Hmmm, I could probably manage to disable building units outside fortresses somehow. I can think of 3-4 things that might work. The problem is it wouldn't be a AI change so much as a huge gameplay change because I can't think of a way of making it AI only. You can have AI only unit designs but I can't think of any other code that discriminates between humans and AIs.

7 Replies 20,880 Views

Yeah 200 downloads! Thanks Murteas. The next thing I add will probably be a bunch of champions. I need to add Hashaini, Dead, and Hunduran champions. I also want to create some really unique champions that use new unique traits as well as some that use a lot of the racial traits I have already created.

39 Replies 173,382 Views

If I have one big problem that saps the fun out of LH it is that the AI cannot ever seem to kill my stacks. If I build amass a full stack of units I can then almost always defeat 5 times its weight in AI armies without losing a single troop. This is find is the biggest problem in the game right now as it sucks a lot of the strategy and difficulty out of the game. Below I will talk about the different reasons for this and how it can be fixed. 1. Unit Quality: Human players use signific

7 Replies 20,880 Views

I also find multiplayer greatly improves balance. LH is not a balanced game. You can do a dozen strategies that would steamroll everything else and so many things are just broken balance wise, but it doesn't matter since the AI doesn't use them.

49 Replies 220,099 Views

Just to be clear here there is a difference between races and factions. Race is what determines what basic units you use and after that faction is what determines your faction traits, colors, and crests. If your trying to add Juggernauts to a new race it can be confusing because of the Train Juggernauts ability some Sovereigns have. This does nothing at all, it exists simply to inform you that the race can train Juggernauts. It does not unlock them. If you look at the Juggernaut xml

2 Replies 14,842 Views

Updated to v1a. -Added City Spires mod. -Added Sovereign Customization mod. -Updated for 1.6. -Lots of tweaks and bug fixes. -Compatible with Leader Pack.

39 Replies 173,382 Views

Personally I hate Elemental and Legendary Heroes. That's why I hang out here so much and mod it. I hate its existence so very much that I have to try and fix it... [e digicons];)[/e]

49 Replies 220,099 Views

[quote who="Glazunov1" reply="9" id="3464678"]He's right. You don't get a "you win" prize, but a fixer-upper, something you can build over time into a powerful ally. That's always good to have around.[/quote] Which makes them far worse then normal troops and thus not worth putting in your main stack because stack sizes are so limited. Which in turn means they are only useful as back up troops or city garrisons, and thus aren't that good.

11 Replies 22,424 Views

Uploaded first version. Going to take this and add it to Blood and Mana. Then when I'm done that I will come back and try to come up with some new unique traits for sovereigns and champions.

19 Replies 33,155 Views

Finished... Patch Armor: Combat Ability unlocked by Armorer profession. Restores a quarter of a unit's health, and grants +4 defense. Range 1. Rune Master: Grants Spell Mastery equal to unit's Spell Resistance. A unassigned Sovereign or champion trait. Momentum: Adds Attack equal to a unit's Movement. A unassigned Sovereign or champion trait. [quote who="NaytchSG" reply="14" id="3464311"]Adventurers could get double loot from lairs,

19 Replies 33,155 Views

Finished adding some special abilities to improve the weaker professions or just make the profession involve the actual sovereign more. Hunter's Strike: For Hunters. Attack that does damage equal to 1/3 of the target's current health. Rally: For Generals. All units in your Army are healed for 4 + caster's level, and gain +1 Initiative. Mass Charge: For Warlords. All units in your Army gain +20% Attack and +1 Movement for 1 Turn. </

19 Replies 33,155 Views

[quote who="NaytchSG" reply="10" id="3463897"]Could Tarth get the ability for all Tarthan units in his army to be cautious and be able to leave a battle (Fade into the Forest? or just Fade) Could Tarth's units all get a free arrow volley at the beginning of battle, regardless of what they have equipped as a primary weapon? Since the code won't let units switch weapons?[/quote] Too similar to the other General for Capitar. Nor sure if the second is possible but would

19 Replies 33,155 Views

Finished... Spiderbody: This item now gives +1 Movement, +1 Initiative, +2 Defense, +1hp per level, and grants the Entrap Ability. Entrap: Jump to target tile with range 4 and do half your total damage to and web all enemies within 1 radius. Has a cast time of 1. Inner Fire: When this unit casts a spell it is enveloped in fire for 2 turns and units that attack it in melee take 5 fire damage. Enthralling Mirror: An accessory that beguiles all units who attack th

19 Replies 33,155 Views

[quote who="smeagolheart" reply="67" id="3463527"]If it's a leader pack, make stuff we can't do ourselves with mods.[/quote] I wouldn't even go that far. I don't mind DLC that doesn't implement C++ changes and could be done by modders, a lot of cool things can be added in that way. What bugged me about the leader pack was the lack of content. What did it really include as new content? 3 new sovereign traits, 2-3 items, and a couple of skins. Where these new items i

83 Replies 531,748 Views

[quote who="tetleytea" reply="36" id="3462889"]Therein lies the reality for you when writing a fantasy game: you have to flesh out all the ramifications on the world you're making when you introduce fantastic elements into the equation. If your battlefield is dominated by missiles of lightning flying all around, do you expect your troops to be wearing chainmail and plate? [/quote] Exactly. When magic is taken to the extreme, like a lot of fantasy settings do, unmagical armies quic

86 Replies 534,335 Views

Edited my last post. Ya Numb, Dark Heart, and Theorist are traits not professions. Numb is just a unique ability for Verga Reborn. I got Theorist working. Now you can create Sovs designed around being Governors which will get a little experience for staying in cities. The AI should use it. The purpose of Theocrat is to be a more magical Governor option, as you can use both Theocrat and Theorist at the same time.

19 Replies 33,155 Views

Finished... Theocrat: Profession that grants +1 spell mastery, +1 spell resistance per level, and +1 essence in stationed city. Architect: Profession that grants +1 production per material in every city, and allows you to cast Firm Foundations which reduces the build time of improvements by 15% in enchanted city. Numb: +3 Health Regeneration and +8 Defense when under 25% Hit Points. Theorist: +1 Wisdom per turn when in a city, which can be used to cast the Expe

19 Replies 33,155 Views

So I have been thinking about possible ways to make sovereigns more unique and differentiated so they play a little more uniquely. IN this mod I have created a bunch of new traits and items for existing and custom sovereigns. Also I have spiced up the existing champion histories by giving them more effects and some unique spells. I don't like a lot of the sovereign items as I think spending points on items you can replace later or pick off the ground is kinda lame. I prefer items and trai

19 Replies 33,155 Views

I have always been more of a fan of fantasy worlds with well defined magic system that have rules and limits. If magic gets too powerful it tends to break immersion as people and societies would break down. That's why I like authors such as Brand Sanderson, Robert Jordan, and Modesitt. They actually build worlds that are interesting because the inclusion of magic has changed how people behave but it's still logical and makes sense. In a lot of books magic is so powerful that taken to

86 Replies 534,335 Views

[quote who="Heavenfall" reply="18" id="3460685"]What I really don't like is the complete lack of depth in tactical battles. No LOS, terrain penalties/bonuses, flanking, morale, "give bonus to adjacent friendly unit" and so on. Stardock have been trying hard to keep the time you spend on battles down to a few minutes at most, and it's hurting because of that. But it doesn't go well with how combat is handled on the strategic level anyway. Fun fights or difficult fights -

156 Replies 835,691 Views