Hello good folks. I'm firing up LH after quite a big break, and I am wondering if any of the mods listed in the op are incompatible with the latest LH version (1.8 iirc) Also, how does mod compatibility work in lh? Are mods only incompatible if they edit the same class/xml? If so can you merge the 2 files and have them work?
MoRmEnGiL
Hmm, something is wrong here. I added the above lines to the Mausoleum right under the graves gamemodifier, but it did not give +1 growth to the city when I tested this.. Any ideas as to what might have gone wrong? Here is the full Mausoleum code (This is in DLC04_improvements.xml) [spoiler] [code="xml"] <DisplayName>
First of all, merry Xmas everyone ^^ So, in keeping with the spirit of the day, I'm playing around with the undead faction and it's traits. :P I was trying to modify the 3 unique buildings that set the pop cap for the undead, and make the first or second one give 1 growth to the city if built, or something along the lines. Thing is, I'm unable to find where in the xml
I second the autosave and auto end turn things people mentioned above. I get ctds due to those two far more often than anything else, since if I turn them off I rarely get any ctd at all. Disabling auto save is definitely something you need to try.
Hmm, there is a particular assassin build though that can solo the entire map.. Granted, it needs a custom faction to work, but it can solo everything and anything 100% For faction, you need wraiths, with lucky, scout(optional, but REALLY helps with leveling up faster), and any disadvantage other than magic vulnerability. Then your Sov gets brilliant, the 2 abilities that give accuracy and spell resistance per level, and this is critical: air magi