Gid73

Gid73

Joined Member # 3608681
1 Posts 17 Replies 105 Reputation

Hi Heaven, I have some minor issues with version 1.1a: - Earthshakers boots don't give the shockwave ability (or maybe I'm blind, must the champion allready know the spell shockwave or/and must the energy level be exactly 5?) - The tactical health regen from "Born in blood" (blood forge) does only apply at the first turn in combat I will send you some unit designed when I'm done with my current game. And over again this mod is

544 Replies 1,093,145 Views

I have a question too, in LH 1.0 I could copy the elementaldef.xml to the mods folder and alter it to my liking. In 1.1 this will result in strange behaviour (unable to select a production pace when starting a new game and growth is allways zero in all cities). Is there a solution other than editing the file directly in the install folder? Edit: Ignore this, I have used a wrong elementaldefs (from FE) for the moded file. It still works the old way...

844 Replies 1,924,838 Views

Heaven thanks for this fantastic mod. I'm playing with version 1.0b and have a great time, but have a question regarding the new items: By completing the quest were you have to pay 20 Gilder for a treasure map the first screen showed an archmage robe as loot but then it turned to an item from this mod (I think it was the fleshclub or twosword. After defeating some fearies a nice shild showed up in the summary screen, but then it was converted to the backpack

544 Replies 1,093,145 Views

Don't forget the xp penalty when playing on huge maps. There is a modifier for all xp gained for each map size, I don't rememder the exact values (you can look into the xml from the mod) but I think it was more than half xp in comparison to a medium map. This is done because there is more time and more mobs to level up.

18 Replies 12,577 Views

You can put this xml file in the root of the mod folder or you can copy it to the artifact mod dir (which I recommend). I will add a little hint about the installation.. And thanks heavenfall that you added the link to the OP. I hope you will enjoy it..

51 Replies 36,513 Views

Ok, the first version of the lootable artifacts mod is published. This mod will add the artifacts created by Heavenfall to the loot table of a couple of roaming monsters. The drop chance is 5%. Look into the xml file to get more infos, there is a list of the modified monsters. Version 1.0 is for Artifacts 1.0 and Elemental 1.1 You must have installed the artifacts mod to get this mod to work. Simple copy the file "LootableArtifacts.xml" to the artifact mo

51 Replies 36,513 Views

Ok, thanks for the hint heavenfall, I have changed the loot table for a 5% chance to drop an artefact (so each item has a drop chance from roughly 0,05% for each tier). I play-tested this for 2 hours (with cheats) but no artefact droppt. I killed in this time more than 200 mobs with this loot table. I think it is not working... (To get this low chance I have added a small gildar loot with a high liklihood or have modified the available loottable - I am sure I have done it right). I will look

51 Replies 36,513 Views

Ok, yesterday was my last working day for this year so I have some spare time to work on a few possibilities to add these nice items to the game. First I looked into the quest system, but I didn't like that, because I think there is no way to respawn a quest but I like to add a repeatable way to gatter these items. Second I thought it could be possible to spawn a static (not moving on stratetic map) mob, that has a chance to drop an artifact. I think it is not possible to add

51 Replies 36,513 Views

Thanks for your reply heavenfall. What a shame with this loot bug. I hope it get fixed sometimes... Yeah, the monsters are too weak and the fights are very boring. I don't use autoresolve because I'm a f... perfectionist. Maybe I should coerce me... Maybe adding some simple quests that spawns a stationary army (that is very strong) to get a random item could be a good solution to add a second possibility to get a item (what a sentence, as you see english is not my native langu

51 Replies 36,513 Views

It would be very sweet if the items could also drop from monsters. The drop chance should be really low, I think not more than 1 per cent. It becomes quiet boring to hunt the spawning monsters (especially on the highest world difficulty) and this would bring a little variety to the killing cycle. Maybe add the weapons a tier lower than the monsters are. So 1. tier monsters will have nothing, and from the latest you can get only tier 4 weapons. I dont know how much work it is to add th

51 Replies 36,513 Views

Thanks kenata for this great mod, some things I noticed: - Overall the abilities I testet were balanced, but: - Power Up: Because of the bad AI in tactical combat this ability is a little op. My wife (a assasine) can oneshot everything with her longsword (turn 120 >100 damage for the first strike). She hides behind her meatshild (her husband :-). So no need for defence... And its great that you work with heavenfall on the artifact mod, I know I will like it..

127 Replies 197,303 Views

Thanks heavenfall that you have added the support for kenatas amazing weapon mod. I'm looking forward what you both can produce when you work together, can't wait for the random item drops 2.0 mod. One more thing I noticed, after capturing the goblin main city at level 3 and leveling the city to 4 will bring the lvl4-city-bonus from the goblins (0.5 crystals) and not the elve mana bonus. I was a little bit suprised, but this may be intended.

457 Replies 637,116 Views

The mod plays very well with 1.1. Some findings after a few hours while playing the elves: - I've made a custom elve male, he cannot wear travelling shoes - The combat speed bonus is differently applied than the bonus from tarth: Bonus is only for created units, not for heros - The dodge bonus also works only for created units, not for heros Is the above intended? Overall a really nice mod, the new boni for the elves are IMO balan

457 Replies 637,116 Views

Since version 1.07 the floating text in tactical combat is messed up for me. I think there was something mentioned in the changelog back then about the floating text. Symptom: The text is maybe 1 in 10 times right. The other 9 times is shows the value/text from a preceding event. E.g. a unit hacks with its weapon and the floating message is "Dominate" or a unit receives 10 points of damage but the floating text says "Dodge". See post <a href="https://forums.elem

0 Replies 1,815 Views

Yes, the Elves are really a little weak, the -25% growrate and the missing of the becon are huge negatives and the positives are on the magic side, which is not really strong at the moment (and I have never considered to build a _crude_ bow archer) Increasing the combat speed would make things better..

457 Replies 637,116 Views

I want to thank you Heavenfall for this mod (and the other mods you made). I hope you will continue your excellent work... I really like the new factions, playing the elves against "nature-hating" factions is fun and the rp immersion is very good.

457 Replies 637,116 Views

I have the same problem with 1.07. In all my games the damage numbers (and 'Miss') in tactical battles dont show or are the wrong values (often its the value from the attack before, but not everytime). With 1.06 all was ok, but with 1.07 I never saw the right numbers. My system: i7 920 @ 3,5GHz 6 GB RAM (~1600) Windows Vista 64 nvidia GTX275

4 Replies 5,044 Views