[quote who="parrottmath" reply="10" id="3366674"] Quoting Dhuran, reply 9As far as the Banshee, I'm open to suggestions on that, but I want to test it out a little bit more myself, and maybe hear form some others who have used it. It's important to me since this is not supposed to be a cheat mod. Lately I've been busy beating my head against their xml trying to get a new spell to work. I'm starting to think that their hard coded systems are going to win this time t
Dhuran
[quote who="jutetrea" reply="8" id="3366217"] As a side tangent (still haven't finished my game) - someone had an angel race at one point - stormwind? And someone else had a big buff for life magic which had some anti-necro spells. Both for FE I think, not sure if heavenfall's CoS covers angels. Just something to consider. I am looking forward to checking it out, and I do think 100% physical resistance would be an iWin. Curious to check it.&nbs
Duration trick didn't work (no summon appears)... Now to try to cast deathward on a summon from within its own summoning spell (considers hanging himself instead).
GFireflyE: --Reanimation Rituals should work for Empire or Kingdom. The only requirements for those trainable units are the Tech tree unlocks and the Reanimation Rituals faction ability. So no faction (regardless of allegiance) will be able to train those units unless you give them the ability (by creating it in the editor, or injecting it into their xml yourself). All you have to do to inject it into the xml yourself is add Reanimati
Haha! You guys beat each other to it! I didn't even think about that since I haven't really had a summoner die, but it makes sense that that would be a feature. Heavenfall: I've tried removing the Duration tag and it didn't seem to help, but I'll mess around with it a little more and see if I can get some results. parrotttmath: I'll try incorporating graveward in there to keep it alive.
I'm trying to use in conjunction with a Summon spell (like Touch of Entropy), except targeting Self, or FriendlyUnit. After a lot of tweaking and trying different things, I've managed to get it to cast the summon spell when the unit dies... Only the summon always dies instantly! Regardless of the summon's HP (I tried summoning them at level 100: they summon with 600+ HP, then die instantly). Regardless of what creature I try
In the games that I've played, the Banshee is very survivable. But her attack is kind of weak since her only offensive option is that horrific wail spell (only 2 damage per level to every enemy, with a 2 turn casting time). I suppose you could solo stuff with a single Banshee, but it would take a long, long time. Of course there's always the auto-combat, which I haven't tried with that unit. If it feels too powerful too anyone, I could always make a modified
Also, usually you can click on the quest box in the empire tree (on the left) and it will focus the map on the objective location.
Significant updates to this mod! Instead of opening a new thread, I'm just keeping it all in this one. If you want to look at the more detailed README without downloading it, I think you can look at it on the Nexus site without downloading it even if you aren't signed up.
I'm having trouble getting particle effects to show up on the sovereign select screen (like Ceresa or Porcipinee). I'm just trying to add their particle effects to my custom sovereign for now, but no matter what I try nothing shows up! This is weird, cause I was able to get this to work in FE without any trouble. So far I've tried: - Just copy/pasting the animation (so the effect would line up right) and the particle entries from Ceresa's xml into
No, big deal for me. Just means I have to install FE again! I was just bringing it up since I thought it was mentioned (very early on) that it would have both scenarios (as part of the justification for the two price points) and I didn't want you guys to get dinged by anyone over an accidental omission. Of course, I looked for where I read that last night and I could not find it, so it's very likely that I'm just losing my mind... I never got through the who
Pretty much what the title says. I thought both scenarios were going to be included in LH.
V4.6 - Fixed contradictory champion tags in Rinna, Ksav, and Lyrin - Updated likelihood values in items to be consistant with vanilla scheme - Updated file structure to enhance compatibility with XtraDeconstruct Mod - Added new and improved icons for Disembodied Spirit and Spectre (Thanks Primal_Savage!) - Corpus Neophyte now gives +10 hitpoints (no longer gives +1 tactical health regen) - Corpus Acolyte now giv
This mod adds a faction ability and class path aimed at expanding your options for necromancy. It includes new spells, trainable undead units, and more necromancy themed items. Reanimation Rituals enables trainable undead (skeletons, spectres and liches) that unlock with magic tech (much like Cult of 100 Eyes). Necromantic Compendium adds the Necromancer class path. ====================================================================
It looks like it goes with whatever randomized set of art assets that I assign through the UnitModelType. If I leave that declaration out, it just goes with the standard Sion stuff instead of a 'blank sheet'. I suspected that what you said would be the case, but I was hoping it wasn't... It was fairly easy to add to the current tabs the same way they added slave units. It would be cool, but it's way more trouble than it's worth to weed through the requisite web of
In adding skeletons as a designable unit, I've run into a weird issue. No matter what I've tried, if I design a skeleton unit as a NEW unit (through that menu option), it seems to render different races heads over the skeleton head. The result is a horrifying and buggy looking monstrosity. I've tried equipping different heads, equipping no heads, I've mirrored the setup of the monster skeletons... I've even removed all types from it so it can't equip anything, but a he
Hey man! It's good to hear from you, and I hope everything is going as well as it can be! I just about died from excitement when I saw the liches. All the undead stuff they have added for LH is seriously cool. I tried to make a magic mod awhile back that added new types of magic with their own spell lists and unique sources of power, but the layer of the game that's exposed to us for modding didn't allow me to add the things I wanted t
[quote who="Lord Reliant" reply="74" id="3343159"] Even better water Now, with double the Hydrogen for every Oxygen! [/quote] They should just give in, and replace all the water with dioxygen difluoride.
I'd like to point out that, as it stands right now in LH, the spell of making is easier to cast than curgen's volcano!
Yeah, I've noticed that the process doesn't stop when I close the game, forcing me to kill it with the task manager.
It would definitely be more interesting if it were given a number of non-combat functions it could perform. Maybe some sabotage or espionage, or some other utility. In terms of familiars in other fantasy settings it would be insane for the caster to use his familiar purely for combat!
Strategic spells I always use: - Meditation - Oppression - Pillar of Fire - Starfall - Wither That's pretty much because the custom sovereign I like to use is death/fire magic and Resoln!
I rarely use them for the following reasons: - Since they use the same queue as a city, I usually end up building stuff in the city instead since they impact the game more. - It's hard to justify diverting resources (by that I mean building those instead of city upgrades) on something that is inherently more vulnerable than a city. In short, it's usually a no-brainer to build city stuff or units instead. The only time I've used
I would like to preface this by saying that the changes to champions and leveling are great fun, and I definitely prefer them over standard FE systems. Also adding necromancy stuff totally gets you into my pants. Now on the the issue: There are some staves in game that provide bonuses to spell casters, this was not an issue in FE, but in LH it's a problem if you've built your sovereign or champion solely for magic. The problem arises from the new tactica
[quote who="mqpiffle" reply="7" id="3331963"] I'm assuming they're considered melee. Not really sure.[/quote] As am I, and that's exactly why I'm asking. It would suck to build a sovereign for magic and have them thrown into the front line for every battle! It would be cool if you could flag units for the ranged position or front line position to overwrite the automatically assigned position (having the option of front, rear, or autom