Just remember, Heavenfall started it! (the properly naming mod threads thing) Admittedly, this was back in the EWOM days of yore, when Elemental Modders used to walk 50 miles uphill both ways, to and from school, but I still have bruises on my ego from that! [e digicons]:moo:[/e] I kid, I kid!!!!!!! Just teasin' Heavenfall 'cuz we luv each other. We're all team players around here! Thanks Primal! [e digicons]:thumbsup:[/e] [e digicons]:d
tjashen
Since this is now officially a mod, as appropriate you may want to add [eMod] to the title! I almost missed this one... This mod has been added to the Regularly Updated List Of Mods for E:LH, under extensive mods (modifies a core file, albiet minorly). Keep up the good work! [e digicons]:thumbsup:[/e]
Lookin good! This mod has been added to the Regularly Updated List Of Mods for Elemental: Legendary Heroes. [e digicons]:thumbsup:[/e]
Well, in my case, I WANTED Death Shards to still be Death Shards, so after a little fiddling with the Shards improvements, I was able to design a custom shard harvest structure (see Rotating Skull above) that is tied to the Banshee Faction, but still able to harvest Death Shards. That is (I believe) tied to the Grassland vs. Dead environment variables, and I was pondering a third environment (with different modifiers for terrain). That'll take some work though so that's do
So, Brad dropped a sales number r.e. last week's LH sales. He noted that 10,000 copies had been sold that week. Admittedly, there was a Steam Sale going on last week, but nonetheless... When we are poking around the Mods forum here, it seems ike we only have a few dozen people interested in our mods, which might give us all the perception that there are only at best a few thousand people palying the game... So, I just wanted to h
Couple of things: You can assign the Cloth Map color using this tag: 62,68,79 This comes from the MultiplayerColor.xml that exists in FELegendaryHeroes/Data (note the lack of /English). I haven't tried adding it to a raceconfig file, but as it exists alongside ZOC colors, this sort of makes sense. As for the FactionColor tag y'all are alluding to, I&#
OK, so I decided to fill in a few blanks (i.e. make something cool), so it'll be a bit before I can post the beta. THIS is what had me distracted... <img src="http://www.ashenlegacy.net/Elementa
This might be a way to create defenses for outpost. Build outpost, Outpost Marshall is assigned using LimitedUnitCap. Said Outpost Marshall is immobilized right out of the gate, and has a Summon Defenders spell(s). It always annoyed me that outposts were pretty much unprotected, and there weren't enough assets to go around to protect them due to the low unit counts. This could be a way to change that equation. Especially if there was a 'Defender Pool&
So I haven't tested the above code from the last post yet, but I had a thought. Using the Immobilize tag to 'freeze' a unit in place, then doing the LimitedUnitCap to make the unit 'automatically appear' on the map once the City Hub was built. I repurposed A Guardian Statue for the job (MarshallGuardian), and made an ability with Immobilize (duration -1) Sooo, this is what happened. Sov built City Hub. Sov AND Guardian are placed next to t
Oh, and I may or may not have figured out how to bring about the 'Earlier' demise of the Stronghold unit in a battle, once all other units are eliminated... Unit &l
OK, so the 'SummonCityDefenders' thing apparently only works for the first combat in a given city in a given turn. I had a thought in the relevant support thread (great, being sidetracked from being sidetracked from being sidetracked) about using BattleAutoCastSpell or something to summon the available defenders each time. The issue I see with this is that, if the City gives everyone the ability, either directly (some other gamemodifiers are handed down by cities to un
I'm kind of curious as to whether we could make a workaround via the Modding forum. Something along these lines... A unique (one cast per battle) spell that 'Calls' your defenders into action. This would take all of the 'Auto Summons' out of the core improvements files that creates the defenders, and instead would 'unlock' that spell/ability if you are in a city with that improvement present. And it could be a 'battle auto cast spell
Thanks Hellions, I'll give it a try! Edit: Turns out that the 1 tag was the culprit. I had added it to reduce the range when not using the ability (the staff was attacking at range when I started down this road, so I was trying to limit that), but when I created a new new ability to replace a new ability that I was haviing issues with, well the Range problem went away. Problem solved! Carry on! Edit Edit:
Thanks! Much appreciated Primal!
So, I have a head scratcher here... I've created an Ice Staff variant that you 'thump people over the head with' normally (Melee), doing Cold Damage, which is also able to cast in Ice Bolt with (Ranged), which does less Cold damage than you can do with it in Melee. The Ranged effect is working correctly, and the model 'moves/takes a jab' in Melee. However, the Damage Info when you hit another unit in Melee has disappeared, so the only time you see 
Question: Has anyone figured out how to detect squad/unit size? Tarth, etc. have abilities based on Army Size, but I'm thinking about an ability that is based on how many individuals are in the unit (i.e. 3 individuals or less, 4 or more individuals, etc.). I'm not looking to upgrade the squad/unit size, I just want to apply a modifer/spell effect if the squad/unit is above/below a certain size.
OK, so it appears I had weird encoding going on or something when I was attempting to modify the Amarian tech tree to Banshee tech tree, but I have it all sorted out now. Short form (see UnleashedElfs inquiry post) yes you can assign a new tech tree to a faction, including existing techs in the Techs file, and leaving off the ones you don't want. If you have any tech prereqs that aren't part of your tree, this may 'mess up' your tree, but this is a little safer t
So I appear to have solved it on my end. While creating/renaming Internal Name TechTree_Amarian to TechTree_Banshee (in the TechTree_Banshee.xml of the the TechTrees.xml, as well as in the RaceConfig for my banshees)) never did seem to take (note that I created an entirely new TechTree file each time, rather than editing the 'broken' one), changing the InternalName to BansheeTechTree in both files seems to have worked out, and it is now functioning 'normally'. So
@Primal, What I've noticed is that the behavior is rather erratic r.e. the tech tree. As for 'assigning a valid tech tree', well I did that, assigned the appropriate name to the RaceConfig.xml, and no joy. If it's hit or miss, that means it's not bulletproof, so while it may work for you, it may or may not work for others. I've found that tech tree modifications can be VERY finicky... I had to rename some techs just to get them to 'appea
[quote who="UnleashedElf" reply="6" id="3471403"] I'll have to take a look at your mod and investigate. [/quote] I hope to have the beta for my mod posted up in a day or two. I'll let you know when it is released. In the meantime, I'd love to hear what Primal was able to figure out!
As I said, I want to hear what Primal was actually able to do (besides adding a tech). I am also very interested in this topic, and the more info the better! What I've found in my current testing is that new techs (this can still be a standalone file) need to be in the Core/Data/English/OnlySP file, and that you'll need to add the name of your tech to the core TechTree_Amarian.xml file, under the appropriate category. The TechTree_Amarian.xml file lists all of the
I've done a 'third variant' thing. Essentially, what I did was create a new Allegiance for a faction. Look up the RaceConfig file for your faction, and you'll need to change this tag. WhateverTheNameOfYourNewAllegianceIs Then, assign this allegiance to your faction. Then, you'll need to figure out which Techs, Improvements and such have th
[quote who="Frogboy" reply="109" id="3467970"] - The lack of hard choices with the civilization aspect of the game. Reduce the amount of room I have or force me to make other difficult and unique choices. See Warlock 2 for *some* inspiration. Maybe even Endless Legend, it looks like. I'd like more info on this please.[/quote] So I have some thoughts on this subject, but from a more general sense, as some not specifically map related. When you build
Just a quick note, which I think is HUGE for anyone who might be wanting to 'customize' the tech tree for your favorite/custom faction: On top is the Civ tree we all know and live, and at the bottom is the Civ tree for my Banshees. Note that I haven't assigned any buildings, etc. to the new techs yet (easily enough d
Wow, I just did an .xml binge... Anyways, quick update: I've been 'filling in the blanks' on the new Allegience (Banshee). Essentially, I've cloned the Dead faction into another faction (wasn't originally the plan...). So this has turned into a rather involved mod. I added four techs to the Tech Tree (to replace the four techs that DLC04 took out). Essentially, the plan is to have some structures that harvest beasts for sacrificial