DsRaider

DsRaider

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

For that to work doesn't the spell have to do the killing? I have never got it to work any other way.

48 Replies 144,921 Views

[quote who="parrottmath" reply="11" id="3447380"]Since the tower unit is not to be moved you could try and set up a constant effect that is cast at the beginning of the turn that does something upon the death of the tower.[/quote] How would you go about doing that? I didn't think you could trigger something upon the death of a unit.

48 Replies 144,921 Views

Thanks Halmal242 and abob101, that's some good advice. Both directly using a prop as a model and using an ability to create a tile have advantages. Directly using the model means the tower would disappear on death, while creating a tile would allow me to combine props and make it look much better. Creating a tile also would allow my tower to shoot multiple arrows and function as a group of units instead of just one, but again would leave the tower tile after the unit dies. I'm

48 Replies 144,921 Views

[quote who="rahal" reply="76" id="3447231"]Aren't "The Dead" getting AI attention in the next patch?[/quote] It doesn't mention any AI stuff in the 1.6 changelog, or anywhere else as far as I know. Besides even if they do it just proves my point, you need to at least tweak C++ in order to make a good new faction.

201 Replies 1,149,441 Views

No I would use an unit ability to add a prop to a tile, like how fortify adds a bunch of wooden spikes to a tile. This way I can create the tower using the tile editor. Your right it would be much better to just have a unit model that looks like a tower but that's probably beyond me.

48 Replies 144,921 Views

[quote who="davrovana" reply="1" id="3447196"]Would it be easier to nix using a human model altogether, instead just creating an enclosed structure? Like, use tile graphics for a unit instead of a unit model. Then use the arrow animation effect for their attack. That at least bypasses the Y axis shift issue.[/quote] How would you do this though? I don't think you can just sub in a tile for a model.

48 Replies 144,921 Views

So in the March status update I thought up the idea of adding guard tower units to sieges. However I was thinking about it and realized their might be a way to add them in a mod. So I did. This mod removes City Archers from the game and replaces them with towers. These towers are ranged units that will defend your cities and scale much better over time. Along with some small bonuses over city a

48 Replies 144,921 Views

[quote who="pek1999" reply="73" id="3447120"]Monster ZOC would be great, as long as it applies to ALL factions, no just the human player. And while I'm at it, adjustable aggression would be nice.[/quote] It will be more then great. If done right it could fundamentally improve the game. The current monster lair system has never worked. Monsters were just so random that they got nerfed to oblivion and even ended up never attacking cities. With ZoC super tough monsters can spawn earl

201 Replies 1,149,441 Views

Ya you give it to everyone but only the AI has access to units that use it. I believe you can make the resource hidden so that it doesn't show up at the top of the screen. Thus if you can't see it or use it then it doesn't matter if you get it.

12 Replies 46,241 Views

Why not just make some AI only unit designs that require a hidden resource granted by an event? If you make the units super tough and basically free the AI will probably build them. I have some experience trying to get the AI to build custom units.

12 Replies 46,241 Views

[quote who="smeagolheart" reply="63" id="3446773"] So is this 2.0 update going to be XML only? Like what modders can already do?[/quote] No, the stuff they have revealed so far for it couldn't be done through xml. Plus pretty much every patch changes C++.

201 Replies 1,149,441 Views

I don't think that's going to happen. They actually have to budget things and assign programmers, which means tradeoffs. I think most everyone is working on other things now. It's just a shame they didn't consider faction differentiation a priority for LH. I will be happy if they just manage to get everything they want to put into 2.0 done.

201 Replies 1,149,441 Views

[quote who="Woolfsmck" reply="52" id="3446626"]More definitive uniqueness between the races... Some races get different weapons or armour, but the game play and tech tree is pretty much the same across the board. [/quote] I hear a lot about tech trees but personally don't think they have much to do with factions playing different. The main problem with all the factions is their abilities. No matter how unique a team's weapons or how many resource multipliers you give them they

201 Replies 1,149,441 Views

The problem with adding in a new faction is that it would be hard to make them unique and AI friendly without editing C++. The Dead are a good example of this. Their core ability is just a slightly altered version of Slavelords, which the AI doesn't understand anyway. You couldn't give any new factions truly unique abilities. I have modded this stuff a lot and it would be very hard to come up with meaningful new faction abilities

201 Replies 1,149,441 Views

Another thing that wouldn't be super hard to add to sieges might be some sort of unique city defender. All you would need is the art. Something more unique then militia, like maybe a unmoving archer tower. This would just a be a normal ranged unit that spawned back with the archers and couldn't move. It could have some special characteristics like resistance to normal physical attacks, with catapults being an exception. This would be much easier to add then say damageable walls which

201 Replies 1,149,441 Views

Actually now that I have thought about it some what I would like to see is a Stamp and Wildland DLC. Maybe throw in some more early game easier wildlands such as a undead graveyard, spider lair, Brood hive, or something else. Also more special stamps lie that life shard one or other unique locations. [quote who="Frogboy" reply="15" id="3446340"]ught of a relatively "cheap" but interesting way to have meaningful siege units. Specifically, units that do 2X damage when attacki

201 Replies 1,149,441 Views

All the DLC released so far could have been made by modders, well modders that could also create super high end art anyway. Although I don't see how spouses could possibly be added this way. I'm looking forward more to 2.0 then any DLC. None of those options really excite me. Maybe stamps but only if there was something new about these stamps. Maps are random enough. [quote]Other things on our “want” list for Legendary Heroes 2.0 include: Updat

201 Replies 1,149,441 Views

Why would anyone care about caravans at all? They are utterly and completely vestigial and serve no other purpose then being a incredibly simple way to create roads. They should probably just be removed so they stop confusing people into thinking this game has any thing like trade.

2 Replies 5,388 Views

While using modding you can't make kills or city conquering automatically produce a resource like Souls you could do several other cool things. -Replace the tower of Dominion with a unique improvement called the Vault of Souls which slowly generates them. -Have a spell that called Soul Rip that damages a unit and if it kills it produces a Soul. -Have a spell called Black Death that reduces the population of a enemy city and grants Souls. Then if you could

44 Replies 156,116 Views

[quote who="GFireflyE" reply="29" id="3442952"]It is a 4x game. War is only 1/4 victory conditions...[/quote] Really??? 1. Conquest - Murder everyone else. 2. Diplomacy - Murder everyone but your token allies. 3. Magic - Murder everyone who tries to stop you from casting the spell of making, ie everyone. 4. Quest - Murder the Dragon Lord. Of all of those War is the main component of everyone but the last, and even then a huge army is the way to

206 Replies 505,587 Views

Triple Post... I guess I will mention here that Tarth and Umber Mages are now called Druids and Shamans respectively. Tarth is now quite unique with all their cool new stuff. Umber is coming along. I might at some time add in some more tactical spells as I really think this game is missing interesting ones early game.

39 Replies 173,387 Views

Updated to v0c. -Bug and Balance Fixes -AI tweaks and new unit designs. Many of my old ones weren't being used due to a coding error. -Hergons and Stalker mounts now have saddles. -Added Darkned Vests and Assassin's cloaks for Hashaini. -Added new trait for Tarth and Umber, Naturalism. It replaces fire staffs with nature staffs which do poison damage and can cast Nature's Call. [quote who="Nightmurderer03" reply="10" id="3442547"]*Qu

39 Replies 173,387 Views

Been working on this over my break. Lots of AI tweaks, especially for the Undead. Also have added 4-5 new units for every faction. To me anyway, I get little feedback, it seems like the AI is much better in the areas I have improved. It keeps up with me in tech and improvement building sometimes even getting ahead. With these new units it is also building some very tough armies. However it's armies tend to sit around and do nothing even though there bases are filled with monsters.

39 Replies 173,387 Views