StevenRLynchAbundanceThatIAM

StevenRLynchAbundanceThatIAM

Joined Member # 4149234
324 Posts 3,920 Replies 27,720 Reputation

I don't like it how Steam can update your files without changing the "last time edited" information of files. I found Ineluctable Vision in Core Spells, but the last edited date of the file was not recent. How is it possible to edit or overwrite a file without changing the last edited date?

270 Replies 670,616 Views

When replacing existing units like Champions, you have to use all the code anyway. If you only put in the code that's changed, you will get a basic unit with no portrait etc. This is code that works for me (only problem is you can Summon Mausolos as much as you want, but that's okay as I just wanted to see his stats): [code="xml"] Mausolos <

10 Replies 5,183 Views

Does a Champion Summon require an Upkeep mana cost? The following test code doesn't summon anything: [code="xml"] Summon Mausolos Summons Mausolos 1 0 Summon <SpellBookSortS

844 Replies 1,925,879 Views

To test out modifications, how do you get a Quest Hero to join you without doing the quest? I've tried making a Random Event with an auto-fulfilled success condition and giving that hero, on a random map with no quests and More Often random events and a definite trigger for the RandomEventQuest, but it doesn't work.

844 Replies 1,925,879 Views

I was thinking of adding some extra move to the Golem hero at certain levels. No matter how tough they are, if they can only go at speed 2, they are just not very useful. More generally I might make it so that all Construct heroes can have extra movement, since I think they don't go faster than 2. Is it possible to set base movement of the Golem hero to 1 and then add +0.1 move per level? AFAIK it always rounds up, does this apply if it is exactly equal with an int

10 Replies 5,183 Views

I made a new thread with a modding question, then realised it could have been placed here. Anyway, here it is: https://forums.elementalgame.com/447419

844 Replies 1,925,879 Views

I'm sure someone has answered this before, but it's hard to find in the search. I know you can make a special levelup trait for a specific race (I've seen an example in Children of Storm). I've also had a look at Heroic Pursuits mod. So: 1. Is it possible to create a special levelup trait for a specific Champion, or only for a specific race? 2. I take it if the PerkTree X and Y tag position for a particular levelup trait match, they overwrit

10 Replies 5,183 Views

Occasionally the AI can stack (or at least cast multiple times) a spell that shouldn't be able to be cast more than once on an enemy or stack. I've seen Spiders Web the same unit multiple times, and a Darkling Shaman Shrink the same unit multiple times. The code for controlling AI actions is different to the User Interface controlling player actions - the AI does things directly and does not use the interface, so fixing or changing their behaviour requires different code c

270 Replies 670,616 Views

I like the idea of an Elemental Wiki. There seems to be the people who would get it built up and keep it up to date. And it would be great to be able to refer people to an overall resource rather than having the same question asked at various stages. Who knows, when the wiki is well-developed it could even be implemented into the in-game Heirgamenon (however you spell it =)). Thus Stardock would have the benefit of all the players and modders keeping it up-to-date AND

60 Replies 189,848 Views

There are two auto-modes: autoresolve (which the AI uses all the time in AI only battles and is instant, players can use it too) and auto-play actually plays out the combat using normal rules. I think it would be great to have an option for no mana use on the player's side for both autoresolve and auto-play.

3 Replies 5,634 Views

There was a mod for an earlier version (not sure if it was LH or FE) that offered rare level ups that happens every four or five cities - including a "Prophet" improvement that added 2 essence for a Conclave city. I kinda liked how they were much better, but you only got to choose one every four or five city level ups. Someone could perhaps go for a look on the forums to see what the changes were.

6 Replies 7,796 Views

Apiaries reduce global unrest by 3%, and a -3% gets added to Faction Wide or whatever Global bonuses are called for unrest (unrest can also be increased by any sov you own that has Cruel Sov disadvantage, and once by the Rebels Faction disadvantage if that's what you chose for your faction). But it would be simple to include this in the description, as if you don't know what it does, only trial and error helps you work it out (such as checking just before an apiary is built, and

4 Replies 7,388 Views

It seems that if a boss who must be defeated to clear a wildland leaves the wildland, they can't unlock it any more. Either monsters need to not leave the wildland, or they still need to be connected to the wildland they come from in the case of "defeat all monsters" or "defeat boss" wildlands.

12 Replies 17,604 Views

Yes, these are good points. I always use the highest setting for monsters (however at Challenging/Challenging difficulty), so I don't know what it's like on lower settings (of both monsters and map difficulty) but it is quite possible that something has caused the monsters to even more go on a rampage.

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Well, the moving on the same square could also be avoided by checking to see if the closest path ends on another unit, and stopping on an empty square. I quite like the movement through friendly units, and I think it would be possible to prevent multiple units on one square. If Wesnoth can do it, then LH can do it.

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Me too. If you try to attack a unit your current unit can't get to that turn, they will possibly walk on another one of your units. I'm not sure who gets attacked when there are multiple units on one square. =) ;-)

270 Replies 670,616 Views