tjashen

tjashen

Joined Member # 3503845
109 Posts 892 Replies 28,404 Reputation

One of my favorite Champ acquisitions is the Wildling Shaman dude. Turnabout is fair play with that spell. That being said, I don't have a problem with the spell per se. As other posters have already mentioned, going in unprepared against a Wilding Shaman, or with wounded troops, should have consequences. As such the Wilding Shaman isn't on my OP list. However, IMHO there is a general disconnect between game balance overall and balanced

23 Replies 125,306 Views

Derek, it might not be a bad idea to start a thread, where we call out outdated hiergemanon entries and such. I've noticed a few, but figured you guys were mostly focused on mechanics/bug killing at the moment. Nonetheless, I figured that updates to the descriptions entries, etc. were still on the 'to do' list. I just noticed that the 25% thing for the Adventurer's Guild is finally fixed/removed. Yay! One discrepancy that I noticed today

9 Replies 9,693 Views

Quest: An Old Friend. Version 1 This is a new quest for Legendary Heroes. It appears very early in the game, and will give the players a new dilemma to solve... or not! This quest works well with Legendary Heroes 1.1 and 1.2. I'd tell you about it, but then that'd spoil the surprise! The title should give you a small hint, though... The groundwork laid in this quest is intended to be continued in a followup quest, which I will release at a l

17 Replies 20,695 Views

Yes. At least one champ shows up with these two opening quests, and the quests are both turn triggered/100%. So far, the quests have been showing up like clockwork. And if you look at my progression, you still get the same number of champs at before, except that the first three, which showed up at 3/50/100, now show up at 60/110/150. Champ 4 is now 210 versus 200, so essentially about the same. My concern is that having 3+ champions in the opening turns is prob

22 Replies 21,801 Views

Minor update (fixed a typo, changed the model, and tweaked a couple of stats). Just uploaded the new file, so if you downloaded it before I posted this, kindly grab the new version. Mostly a couple of tweaks for better early game balance, and went another way r.e. unit model, but no significant change. I've figured out the premise between my kingdom versus empire 'choice' at the beginning, but I haven't picked out an Empire reward yet. I'll ponder

22 Replies 21,801 Views

Hey y'all! This is a new quest, which shows up pretty quickly in the game, shortly after you establish your first city. It works well enough, but I'm looking for feedback and such. This quest is laying the groundwork/history for another quest which I will be releasing in a bit. So if it seems a bit 'light', well that's why... mainly I need to make sure this works properly. FYI, Once I release the next chapter, I'll be including a sli

22 Replies 21,801 Views

OK, having messed with this, Multiplier on Points to Level is the thing that currently doubles the XP requirement every level, with the Value of 1. If you wanted to drop this progression to, say, increase by 75% instead of 100%, change it to .75. Or at least that's how I remember this working... The second variable (Exp Base) is the base number of points to level your unit. Normally, with 2.1 you require 10 experience to reach level 2. Lowering this number

844 Replies 1,925,935 Views

Quick update: With the relocation of Mounted Warfare in LH 1.2, I'm rethinking the horses requirement for roadbuilding equipment at the moment. I'll probably change this with the next release. Also, now that I have the movement multiplier working more or less as planned, I may remove the roadbuilding equipment requirement, and move the ability completely to the Ability def. The two reasons I went the equipment route were 1) I was hoping to fill the 'mou

4 Replies 7,924 Views

I'd be interested in seeing your approach. I was suggesting Blood_Monster for the name, and DancingWorld for the name, btw. Either way around is fine, of course. As for level calculations, there are a couple of examples that are done outside of spelldefs. Bacco's Hammer comes immediately to mind. &nbsp

16 Replies 10,934 Views

The quickest fastest way to add an item to a Sov is to edit the unit file for the sov. Example: Adding a Token_Best Friend to your Sov (this summons a dog) Token_BestFriend You can add this anywhere in the Unit.xml for your Sov (in the Documents/MyGames/LegendaryHeroes/Units if a custom sov, or in the FE Legendary Heroes/Data/English/CoreUnits.xml. Substitute your GameIt

18 Replies 9,062 Views

One Man units (henchmen, champions, sovs) do not usually see a decrease in stats when they are wounded, although there are abilities that tie into this. Said abilities might give an attack bonus once hit points drop below a certain threshold and similar such. You certainly could code stuff into the existing abilities (say Blood_Amarian, Blood_Tarth, etc.) that do the opposite (-25% to attack when hit points drop below 50% or whatever), and this is something that could be relativ

12 Replies 10,183 Views

OK, I had a thought here which may be relevant to your issue. I noticed targetunit in the tag, which means you'd use the target unit for the stat. Are you trying to cast a spell on/target a unit, or are you trying to modify the caster's/owner's stat? Also, as a suggestion you might try Unit_GetCustomStat instead of UnitStat_CustomStat as a variation...

3 Replies 3,746 Views

As far as factions are concerned, I'd think you'd have to make relevant improvements specifically for that faction. Example, you'd need to make an Elf_Armory to 'replace' the K_Armory. However, this gets very tricky, as said improvements are tech dependent, and also faction dependent (Kingdom versus Empire). Hence, you'd need to make a third Faction/Allegience (say, Foundationists) to make the change factionwide. That being said, if we are jus

5 Replies 12,018 Views

Hey Parrotmath! No my particular quest is fine, as it has been for a bit. There was another pair of quests where I have been overwriting the unit values (Quest_Spearman and Quest_Archer), by duplicating these unit files in their entirety, in an attempt to assign a few new values. I've now renamed those unit files (Quest_Spearman2 and Quest_Archer2, yeah I'm so original with names), and as the original three quests that use the orginal files for these are currently

6 Replies 5,979 Views

OK, I just tried to move this over to modding, hence the thread here. Still seeing the thread in LH Support, though... Usually with forum software moving is left to mods, didn't realize we were allowed to move them ourselves.

6 Replies 5,979 Views

Hey guys! I'm currently trying to add a 'turns to build' to an item (outpost upgrade) using resources other than labor. I've managed to 'divorce' outpost upgrades from cities directly using this, but they are of course now 'instabuilds', using the appropriate amount of the new resource. I've tried this:

844 Replies 1,925,935 Views

My thoughts on this, that just jumped to mind reading your suggestion. Trying to use a CDATA call outside a Spelldef can be a problem, from what I've seen. Direct multipliers i.e. percentage bonuses to a stat directly) are obviously possible, though. So you may need to put this in a Spelldef instead of AbilityBonus, with a tag in AbilityBonus for Monstrous or whatever you want to call the ability that calls out the spelldef, if you were set on using CDATA. Tie this in

16 Replies 10,934 Views

Thanks Derek! It related to the beta 1.2, hence my posting it here. I'll play with this a bit further and let you know if I discover anything further. Mainly I just needed to know if there is a cap (and if maybe it had been adjusted with 1.2), and it doesn't appear, based on your response, that there is. I didn't think there would be one, but when game programmers are allocating resources (memory addresses and such), well sometimes caps come into play to he

6 Replies 5,979 Views

So, I'm playing around with the 1.2 beta right now. I have a custom quest that has been working fine before. It is triggered on turn 4. Now, every time I hit turn 4 (or later if the starting city isn't built yet), some Mimbly quest shows up (usually the one with the 'Water' question). The .xml shows that it isn't supposed to appear until turn 123 (Core Random Event Riddler6). I originally had my 'custom' quest triggering on turn 3, but

6 Replies 5,979 Views

I thought I replied to this already... anyways, if you want your units to gain more xp in the city, I made a mod specifically for this purpose... which gives Monuments, Guardian Statues and Guardian Idols (same upgrade path) bonuses to experience. It gives an XP amount to stationed units each turn, and a slightly larger amount to stationed champions. This does change your 'approach' to the game a bit, and I obviously like it personally, but of course YMMV. More detai

8 Replies 14,634 Views

Regarding parrottmath's comment, I'm guessing that the game determines action order by highest initiative that round. So the character that has 116 accumulated initiative points (say 29 points earned each round) that 'round' gets to act before the character with the 101 accumulated initiative points. This jives with what I've seen ingame.

19 Replies 18,731 Views

OK, quick update... As some of you probably expected, I ended up adding a new trait to the general trait tree, that gives the build monument ability (range 1, unlike Arcane Monolith) for Champions and Sovs. This grants the spell that gives the Build(ers) Monument ability, which uses building supplies instead of mana. Said building supplies are produced by a unit that has the special ability to do this (it also reduces production time). I tried to create a spell t

3 Replies 2,753 Views