Parrotmath, Let me get back to you on the Quest Editor thing. I've been coding by hand for quite a while now, so I'll have to play with your editor a bit more, and let you know where I think you can add functionality and such. The one thing I can think of off the top of my head is that when you make changes in a subwindow, it's not really clear if your changes have 'taken effect', so when you click the close window box you aren't sure if they work
tjashen
Quick update regarding the as yet to be released version 2. Working on monument building options at the moment. I'm trying to keep this as a unit ability that doesn't convert the unit into a monument, using other resources instead, but this might be a tie in instead with a general/commander Champion trait... Anyways, some form of Monument builders will be included in version 2. These units add production points to your city (tested/works), and may
Well, to be fair to the OP, the groundwork for multiplayer has been laid in the elemental.str file... [TABLEALIAS MultiplayerGameListWnd] [ScreenTitle] Available Games [LaunchBtn] Launch Server [LoadBtn] Load Game [BackBtn] Cancel [NextBtn] Join [CreateBtn] Create Game [RefreshBtn] Refresh [ChatTitle] Player Chat: [PlayerTitle] Players: [GameTitle] Game Name: [GameSizeTitle] Size: [GameTypeTitle] Game Type:
Checked, yes the unit already has true , no doubt related to the Blood_Amarian/Soul Spark ability. Tried changing the spellbooks from world/map to unit/other, no dice Tried adding , just makes spell dissapear completely. I'd be good with that, as long as there was a button somewhere I could click that would cast spell when resource requirement was met. No dice.
Hey guys! Soooooo, here's what I've done so far. 1) Create new resource (building supplies). Check. 2) Add resource production to unit via ability (builder). Check. 3) Get said resource to accumulate globally, and show up next to the mana icon. Check. 4) Create new Build Arcane Monolith type spell that uses said resource instead of mana, with a range of 1. Check. 5) Test Build Arcane Monolith spell via Sov casting
Quick update. Tried 'overwriting' the spawn of a quest with a turn value of 30,000, the game just laughed at me, and let the original quest show up as it always has... I guess I'll be overwriting the original quest files, then... If anyone else has mods that modify the original quests for LH, I can certainly incorporate your changes into my release, in a separate version so that I don't break any other mods... BTW, I now have both quest e
Essentially, to deal with the late game oversaturation, you've already hit on the two approaches. 1) Reduce % bonuses for metal related structures. I like this approach better, less things to mod... 2) Bump the metal requirements for the late game weapons and armors significantly, to 'soak' up more metal ore. This might affect the midgame as well, but as that will affect everyone more or less equally I think that balance will still be good. &nbs
I recently released a mod that put 'weak' back in, but I changed the penalty to -50% attack strength instead of the -2, to try to balance this a little better. That being said, it's a great trait for reducing production times. As pointed out above, edit the scout template in unit design, and you'll have the weak trait. Deselect the other traits, and you'll have 2 slots for other traits. While I do think that weaknesses were probab
[quote who="merlinme" reply="3" id="3372670"] The way I heard initiative explained, initative is added each turn, and you get a go when your initiative reaches 100. So in other words if your initiative is double another units you get to go twice as often, which makes initiative very important. I have noticed that if you give a unit a big initiative boost, e.g. by using Haste, they quite often seem to get two moves, one after the other. Not quite sure why t
Thanks for the clarification Harpo! I haven't had Ascian in a game long enough to have that sink in (I just remember a blank screen for something other than traits when I clicked on a button). That being said, it sounds like the OP wants to be able to equip potions and such, so Ascian's framework is probably the ticket he's looking for. Unless Ascian changed in some way in 1.1 that we aren't aware of in this regard. I'm in playtesting mode at the
I'd love to see an option to 'lock' the camera angle where you last left it. Essentially, check this option during game setup, and wherever you have set your camera angle is where it will stay if you save and later reload that game. the default 45 degree double offest isn't particularly helpful in strategic IMHO, although it looks pretty at least. Also, with the movement weirdness that sometimes happens in tactical, well I often go for an 'slightly skew
Look at the file for Ascian. Ascian is an Assassin Champion, but has a LOT of stuff blocked out r.e. options. As I remember, only the traits tree is still available (no items, trading, shop, etc.).
GFirelflyE, You do make a point regarding where those improvement appear in the tech tree, and the impact of the bonus at that point. I'd still be hesitant to bump it much, as the +5/+7 already levels a unit from L1 to L2 in two turns (if those units are being built in other, newer cities), but of course the 9 unit limit for cities kinda caps how many units you can 'train' at any one time anyways. I'll ponder what you said a bit. I certainly could
Quick followup. Here is the the code I just tried out ingame. First off, I tried adding this to the Sov file, with no luck: Unit <
Hey Nick and others! I'm working on a similar idea. Essentially, introducing an administrator champion to tend the store while the Sov wanders off. Limiting said Admin's move to 1 MP a turn makes them great homebodies... Anyways, what I ended up doing is, as suggested above, making a quest that fires on turn 3 (or later if you haven't built your city yet). Bacco The Beggar was what gave me the idea, although he sometimes doesn't show up, same
Thanks parrotmath! On the quest thing, yeah it's the compatability thing that has be bothered. If I change the core quest file, it might break someone else's mod, which is why I'm reluctant to do it. Essentially, a couple of quest units were bothering me. Currently, you have issues with upgrade options once you acquire them, so they fall into disuse after a while. As an example, for those of us that like the 'storyline' aspect of say the Bro
Wellllllll, Some of those structures may need some love in the XP or other department as well. This was just an easy way to get the ball rolling. I've been playing with it for over a week now of hardcore playtesting (working on other mod ideas with this going in the background) and I personally LOVE how this changes the game. When I was typing the Adv Guild XP bonus thing in this thread, I was trying to remember their other bonuses. Looking them up...
Heavenfall, Parrotmath, and others, I need to pick your brains a sec... 1) First off, is there any way to 'overwrite' a quest, by using the same name in the mods folder, or will it retain the .xml of the core file regardless of the overwrite? I've changed a couple of values in a quest (unit sizes), but I dislike the idea of having someone agonize over replacing the original quest file... So far, I ended up making 'duplicate' quests, which
I have just released a mod to address that very issue, as it has always bugged me... Monument XP mod for LH This mod also adds XP to stationed units, so it does change the way you play LH a bit. See above link for details, and you will of course need to enable mods in the game options to see it ingame. You'll also need to start a new game, as existing savegam
I've seen a number of threads now where people are asking for a mod that provides XP for stationed units and champions in cities. This Standalone mod adds xp to Monuments, Guardian Statues and Guardian Idols. This LH mod provides the following for these structures, in addition to their current benefits: </spa
I think that if you were to change the name to tile yields mod , we'll get the jist of what you are going for, and that is indeed what this mod is for. Core improvements mod has a much wider scope, as that addresses a number of other possibilities, as good number of unrelated buildings are in that .xml file. Nice mod btw!
Hey y'all! I've had a few games now where despite building a city right next to a resource, when I go to build on that resource it is assigned to another city, which is often 'closer' to that other city hub, but sometimes at the exact same distance from both city hubs, even though the other city might not have been built 'towards' said resource. Also, the one city might have an empty build cue, but the resource is still 'assigned' to the other c
OK, after some delays, I've finally pretty much buttoned this mod up for use. I'm calling it an eWIP for now, although it is pretty much done at this point. This mod has one standalone file, that adds a Pioneer Gear Trait, a Roadbuilding Trait, and re-introduces the Weak trait (with a twist) into the Traits picker, and adds Roadbuilding Equipment under the Equipment picker of the unit design windows. It should not affect any other mods you may have installed, as al
Updated code: [code="xml"] Unit_Design Pioneer Gear <br
Followup. Simply adding 0 to my .xml won't allow you to build individuals. You still only have Party/Group/Etc. to choose from, and the interface doesn't show individuals. This may work another way, but not within my trait .xml as presented. As I noted before, I'm good with a minimum unit size of 3 for engineers/settlers/etc. though. Plus, I like keeping things simple, and the above .xml is short, sweet,