The unavailability of strong weapons early on seems to make this new system superfluous - i think the new armor system is simply part of the larger attempt to keep heroes useful but not overpowered. What I'm getting at is, it ain't broke (from a game balance perspective), so your new system has little to fix.
davrovana
2-3 Commander henchmen with the trainer traits maxed out. Also, if you up the world difficulty, monsters become tougher and are thus worth more experience.
[quote who="Kantok" reply="18" id="3449516"] It'll be built completely independent of ZOS. The team that developed Skyrim =/= ZOS. Two different development shops. [/quote] Two different shops owned by the same company, ZeniMax Media, and thus under the same financial blance sheet. But no tangible relation! I mean, what does money have to do with video game companies? As if! And they told us, very clearly, that this game called ELDER SCROLLS ON
Using parrotmath's Elemental Quest Master program to make the quests for the paladin and anti-paladin. Everyone should use it, if you're making quests! He really did an amazing job with it. Thinking of using this for the sorcerer to make a 'craft your own sorcerer staff' quest. We'll see if time allows.
Alternative Master Quest: The Lost Forge Children of Storm is the biggest and best mod, most likely. Hellions' Champion Bonanaza is great. I am experimenting with others, too, but those are the ones I know well. You can find links to these in the "LH Modding" Forum.
"Let's take this incredible game series, which is set apart from every other RPG by the incredible sense of immersive solitude it creates. Then let's make that game's audience play the next game with other people!" -Someone at ZeniMax I love, love love Elder Scrolls. But I think this is just the next Old Republic.
[quote who="DsRaider" reply="35" id="3448985"] What do you think I should do with this mod? [/quote] City defender archers do garbage damage, as is. When I attack enemy cities, I just ignore them until everything else is dead. If Catapults will do extra damage against them, they need to be buffed. Can they default to companies (x6)? And/or get the yew longbow by default? Give them armor piercing? Come to think of it, shouldn't all city defenders
[quote who="willie sanderson" reply="6" id="3448579"] Those of us who got it FREE are those of us who bought Elemental War of Magic when it was new. It's for US. For our dedication and loyalty and Stardocks screwup too of course. We got Fallen Enchantress FREE before Legendary Heroes. It's nice to get something FREE. Now, if I could only get around to playing it anymore. It's lost its lustre to me. Even with all the upgrading an improvements. If there's anything I hate i
Dude it's worth it at full price. The improvements in Legendary Heroes seem subtle but truly make for a better game.
The game already has depth. Adding more terrain modifiers could be fun, but not necessarily. I don't think the game terribly needs it, at this point. Derek emphasized positioning in combat, and that adds some strategic depth. Right now (I think Frogboy said this) tactical isn't so much about battle decisions as it is about expresing the consequences of your larger strategic decisions, such as research, city count, faction choices, etc. And that works well, for me.
Wow, that tower looks great.
Update: Paladin and Anti-Paladin both have complete tress, with many new abilities and spells. Both paladins require long-bladed swords (broadswords, longswords, or greatswords) to unlock abilities. Now working on a path-based quest pack (shooting for 10 new quests total) to give these ideaology-based warriors ways to express their character. Hoping this adds a new dimension to playing LH. Sorcer may be delayed until I can get the quests done.
[quote who="Gazing" reply="17" id="3448169"] As I re-read your post, it seems to me as if you confused your two criteria...[/quote] You must be fun at parties.
[quote who="abob101" reply="7" id="3447744"] Frogboy doesn't ever actually mention dynasties or children, only "spouses". Just doesn't seem very clear exactly what this will all include. [/quote] Well I am assuming some form of dynasties. I hope I didn't put words in frogboy's mouth. But since children are already in the code (lets just say I messed with something in elementaldefs.xml, and there's a certain cheat keystroke, and have ha
This is incredibly sweet, I was sure dynasties were never coming. Can't wait to play around with this. And keep the game funded, of course.
[quote who="Sunray242" reply="11" id="3447563"] Thanks for giving to us "evil guys" the Anti-Paladin! [/quote] Gonna give him a damage bonus against Paladins, but not the other way around. : )
[quote who="starkers" reply="6" id="3447572"] Or better yet, spend the money to make universal health care a viable and ongoing concern for all....[/quote] One strategy empowers a select few (surveillance), one empowers everyone (universal health care)... Look at this nation's history, and you know the owners are very covetous of their power.
This is MORE orwellian than the NSA's activites?
The quests are worth it. You'll level up your heroes, and often get fame and/or loot. If you're Altar, it's REALLY worth it.
[quote who="Darkstare" reply="14" id="3447382"] almost everybody in the forum talks about henchmen. [/quote] Henchmen are great: build your own champions. The only problem is that they are REALLY good if you rely on them as a strategy, and it can trivialize the game. For instance, building 3-4 commander henchmen and giving them the trainer traits makes leveling up TOO easy. Sions are just like henchmen, except they don't count as champions: when they die, they&#
Little late to the party here, but do you still need any writing help? Never played LOM, but I definitely know fantasy, and I can brush up on the lore.
Two commander henchmen with maxed out "Tactics" traits will make any stack much deadlier.
[quote who="DsRaider" reply="2" id="3447199"] How would you do this though? I don't think you can just sub in a tile for a model. [/quote] Dunno. You're more knowledgable than I on the graphics front. But you'll need a tower model from somehwere even if you can adjust y axis, right? Is your idea that you'll mod the tactical maps to have the tower tile preplaced, then spawn defenders on that tile?
DsRaider- Downloaded this and looked it over. Gonna give playing it a shot. Just curious, how did you get rid of the old unit designs you don't like? Giving new tags to the old units by name, or effectively shutting off old units?
Would it be easier to nix using a human model altogether, instead just creating an enclosed structure? Like, use tile graphics for a unit instead of a unit model. Then use the arrow animation effect for their attack. That at least bypasses the Y axis shift issue.