On that note, someone should probably start a LH mods list thread... and keep the first post up to date with all of the current E:LH mods... I'm still pondering an .xml issue that I haven't found the solution for, so I can use the distraction for a few minutes! [e digicons];P[/e] I still say we need not as 'overly cute' smilies for this forum!
tjashen
Thanks for the shout out GFireflyE! Since introducing the Monument XP mod, I can't bring myself to NOT play with it, as I love how it changes the game. Plus, it benefits the AI and players pretty much equally, which isn't an easy thing to do with most mods! Of course, I'm biased... As for other recommended mods: Snaking and River Bridges by Parrotmath - I think this is a must have. The just released New Outpost Upgra
Hey guys! I have no intentions of changing Settlers, other than the Pioneer Pack ability in my other mod, which is functionally the same, other than that you can arm your settlers now if you feel the need. This has ALWAYS been a beef of mine. Even in the old west Pioneers carried rifles... but I digress! Did a quick test drive, giving Procipinee a bunch (5) of scouts, with the map revealed (i.e. -cheat, ctrl U). Didn't see an
Lookin' nice! Real quick, why only -1% unrest for the inn? I'm thinking a higher modifier might be in order here. Probably not more than 5% (competing with the Cleric at that point), but 3% sounds good to me for some reason. +1 Gildar for the inn could be fun too, as long as any of multipliers don't bump that too much.
OK, for those looking for an alternative to using Pioneers to build Outposts (besides Arcane Monolith), here ya go! Based on a few discussions, I've created a very simple mod that adds the Build Outpost ability to Scouts. In this mod, I've set the Population cost for Scouts to 4 (x3=12), as a happy medium to offset the new ability, per a few suggestions I've read. So if you want to try it out and see how this works, see this thread: <a title="https://
Attention: New version (v2) released!!!!</span
Actually, Parrotmath, I'm using your Quest Editor for idiot checking, but it's letting stuff by that I don't see until I'm ingame. It is very helpful, and I appreciate having it available, but for the intricacies I have going on in the dialogue options and such, well it doesn't catch everything is all I'm sayin... some things you won't notice until you are ingame. Thankfully, setting a trigger to turn 2 or 3 will bring up a quest quickly enough for play
Ivon, If you are trying to spawn friendly units onto the map, I have no idea. Parrotmath, etc. have a lot more experience here. If you are trying to add a unit to the player when he visits the goodie hut, entirely possible of course. You just put the 'UnitJoinArmy' earlier in the Objective tree (make it a separate objective), and the unit should show up at that juncture. If you are looking for allies to fight alongside for a single battle or w
I just wanted to say that I always play with the Snaking Mod and the River Bridge mod, and I tend to forget that this isn't part of 'Vanilla' E:LH. Both mods add a LOT of character to city building, and I very much appreciate them! [e digicons]k1[/e] to the gazillionth power (which is still technically +1, but it sounds cool)!
OK, I'm taking a poll before I button this up for an updated release. There have been a few requests in other threads for Scouts that can build outposts. I already have a unit in this mod that can build outposts, other than Pioneers, which costs 15 population. Said unit can't build cities, but I digress. Anyways, if I modify the Scout ability to include Outpost building (or introduce Scout Mark II Ability, which has this capability),
Hey Parrotmath! The intent IS to move the quest forward, along two different paths. Option 1 - Have item, get dialogue options, battles, loot, etc. based on having item. Option 2 - Do not have item, get different dialogue options, battles, loot, etc. May still complete quest without said item. Said item is NOT required for success, but changes the 'demeanor' of the quest. AND, as I said before, I have no interest in clearing
OK, I have an interesting one for the collective... I have a quest that is working pretty well. However, I'm trying to create an 'if-then-else' situation with the choice options for an objective. I have a check to see if there is a certain item in possession. If said item exists, Dialogue option 1 appears. If said item does not exist, I'm wanting to force Dialogue option #2, or at least force the next objective to be determined automatically b
sjaminei, You may be having Object sanity issues here. I'd suggest reading that thread, and comparing your modded files against the list Heavenfall has presented there. Some things can really only be changed in the core.xml files, and the mod folder is kinda useless in such situations... https://forums.elementalgame.com/434780/page/1 A quo
Heavenfall, It might not be a bad idea to repost this in a new thread, with any updates you may have, in the LH Modding forum. Some of this info is quite good for modders to know about, and I'd love to see the 'duplicate thread' stickied in the LH Modding forum, assuming the powers that be would be up for a sticky! Oh, and of course... [e digicons]k1[/e]
Hey GFirelfyE! Well, it turns out there was another reason behind the Procipinee/Sirius spotting... I modded Procipinee's file while doing some token testing, and forgot about it... That being said, I've pretty much wrapped up my current changes, but am distracted with work on the other quest at the moment. Plus, I'm still trying to ascertain what, if anything the AI does with this before I release an update, so as to decide on any player vs. A
So, I've been perusing a few threads here, in regards to pioneer spam, outpost building, and city growth. I already have an outpost mod I'm working on,s but I'm distracted with a couple of quest coding fests at the moment... Anyways, several players have expressed interest in a more 'hands on' approach to city management. With that in mind, here is the 'design goals' statement I have in mind r.e. a mod to address this. <span style="text-
[quote who="sjaminei" reply="18" id="3378387"] So here we have an obvious exploit and you suggest a fix to counter said exploit? Ehm.. no. Fix the exploit or just don't use it? Pioneers work fine atm, as you said consulates (lots of hammers) fixes growth options, as well as a ton of faction wonders, and wildlands heads. There are ways to counter "low growth" already in game, adding a completely new system in response to an exploit? No, do constructive things instead please <br
I posted something along similar lines in another thread just now, but I think that population growth should be more along the lines of 'I have this many people in my empire, this many more arriving/being born each turn, and this many industries, etc. to man', instead of 'build it and they will come'. Using this model, you could build as many pioneers as you want (they wouldn't cost population), but upon establishing a city, 'x' number of people would be dr
That's probably my #1 beef with outposts. They are too easily snagged/razed/etc., and hence not always a good option. Sure, you can garrison a unit there, but where exactly is this garrison? Essentially the unit placement is 'divorced' from the outpost, and the unit is simply placed on top of it. where in reality the unit should be 'inside' the outpost. Possibly with a few defensive benefits, thanks to having rudimentary defensive walls and such to
We USED to have more stuff to keep track of in Elemental, both resource wise and city building wise. But APPARENTLY it was felt this didn't add anything to the game, so it was simplified. Also, we used to have more options in city building, not the 'one of each type of structure' thing you see now. Also, housing population was something we used to have to pay attention to, by having to build houses and such for people to live in. These days, I pretty mu
It should actually possible to make an entirely new tech tree, although I haven't tried extensively modding techs/adding trees recently in E:LH. Back in the E:WOM days, Heavenfall and others messed with this quite a bit. I actually have a THIRD tech tree that I was working on, but that is for E:WOM. It was mostly the same as the Kingdom tree, but back then we had five subtrees/disciplines, not three, and I was consolidating that to four disciplines. <p
Hey Parrotmath, Heavenfall, etc. I just spent about a day troubleshooting a quest. I had made a simple change (from a turn activation to a resource level activation). The quest would run fine, up to the point where the game would post your rewards, and then the game would crash. In this case, I was using Research as my trigger, but I also tried Fame briefly. I haven't tried Fame since 'finishing' up the code on my quest, but I was having issues wi
Hey Parrotmath and Auggie! I recently played around with the unit size thing. Via ElementalDefs, etc. it is possible to reduce starting unit size to 2, or even 1 for that matter. The problem is that the interface window for unit design only shows four unit sizes at a time, so if you start at a unit size of 2, well you won't be able to upgrade past 5... unless you have the spiffy Stardock program (or some similar hack) that modifies the interface. That being s
There is sorta kinda the Blender option... Blender is a free open source modeling program. Back in 2010 someone posted a detailed thread or two talking about how to export models from Blender via Havok to the hkb format. Unfortunately, there wasn't a way at the time for Blender to view hkb files directly, or any way to import them into Blender (to modify them). I just checked the Blender site, and didn't find anything new about .hkb support. So you may have
Brad ate them! They kept stealing his Keeblers... [e digicons]:grin:[/e] On a more serious note, Elemental is based on a universe created by Brad Wardell (and others), which has it's own take r.e. which creatures inhabit this world. Note that you won't find Shrills in any (other) established fantasy settings that I'm aware of. I do believe that we have (had) Elves as a race introduced via mods, though. The Legendary Heroes