1. Modders: How do you create custom stat/property items with existing graphics? and 2. Players/Modders: What Stats/Properties would each Class have for mid to late game weapons? I don't want to give out Wildland Boss rewards or rewards already given out by quests such as the Arena.
StevenRLynchAbundanceThatIAM
It is just too confusing and counter-intuitive to have Light Plate (Tier 2 Armor) require Plate Proficiency (Tier 3 Proficiency) and Masterwork Chain (Tier 3 Armor) require Chain Proficiency (Tier 2 Proficiency). I suggest: Light Armor (Starting Armor and Leather): No Proficiency Required. Medium Armor (Chain and Light Plate): Medium Armor Proficiency Required. Heavy Armor (Masterwork Chain and Plate): Heavy Armor Proficiency Required. Note: Rusty Armor could e
The Heroic Pursuits mod has two more +accessory abilities in it. But it would be nice to have that in the main game, too.
I salute you parrotmath! Truly going above and way beyond the call of duty! [e digicons]:sun:[/e] [e digicons]:star:[/e] [e digicons]:thumbsup:[/e]
Probably mage one would have to be the least powerful, since they are not so gear reliant. I'm thinking of doing a quest that helps give decent tailored rewards to the various classes (including possibly the Ranger and some other custom classes, I'll see) but first I need to know what are good mid to late game items, resources and units that would be useful as rewards for the various classes.
If something doesn't have a good risk/reward, or there are obvious errors, I don't see why not. It is a product with quality control aspects, just like the original game.
I think Fireball and Blizzard and other damage spells can be resisted for half damage, but it doesn't seem to happen all that much (I guess enemy units don't generally have high spell resistance).
Is it possible to make a quest where rewards are given based on the player's profession or class or stack leader's class (or the class of another hero in the stack)?
No, I think he means that you can't move through allied cities, outposts or resources, so if there is no other way through, they block movement past them completely. The only thing you can do is wait for the Alliance treaty to run out (99 turns) and then declare war.
Are there any of those currently in the game or any mods? I can't think of any. I don't think Stealthy affects anything other than the monsters being less likely to attack.
I think certain categories of options don't work for pre-made maps - most probably only for random maps. But still, you'd expect such a big map to have more placed quests.
Probably because it calculates the maximum amount of movement the river would use (which is something much higher than you'd ever be able to get) instead of the effective maximum (which is merely the remaining points you had before you stepped on the river).
That's not very sensible to map something to a mouse button/mouse wheel not every mouse has...
Well, there's hardly any benefit for us saying the devs have said it if they didn't. I think you'll find others who remember. And no, I am certainly not getting paid. =) If you can get the search function to work, you can find out yourself what they said. =)
What the devs said early in the process of LH.
I think it's because Draginol is used when he's not necessarily talking on behalf of his CEO role. I think Draginol is a joeuser account.
I think it is a bug. The AI should not be able to cast Debuffs on your cities before it has even seen any of your cities or units.
I think the city gets the bonus for being the special Darkling city. Is it possible to regenerate a square that has a city on it? I think if you rebuilt the city it would not have the bonus for being a special city (+2 to all three resources) because that gets added on afterwards.
Well, I was playing a LH1.2 Children of Storm 23 player game with about half the map uncovered. I played for a few hours at a reasonable speed and about 10 or so seconds each end of turn. So I guess it is those trees slowing things down.
In response to Reply #9: "Log in when it is your turn" games. That's even what I think was envisioned for the future of Elemental multiplayer. You play your turn when it is your turn, then pass it on to the next person. Of course with simultaneous co-op, players could do multiple turns in the one session if they were online at the same time. But hosting the game on a central server with email notification allows asynchronous turns, and it really doesn't
This is possibly/probably related to the Ranged Crushing Blow that Ogres do sometimes.
There are people who happily provide free resources merely for the benefit of the world, you know. =) From freeware programs, to freeware shows, to social justice and humanitarian campaigns. There are a lot of us out there, and the number will only increase as time as we know it goes on! =)
Well, you could try turning off Steam Cloud for the game in the game's Steam properties, also you can right-click the game in Steam and verify the game cache.
And of course you can't forget Heavenfall's Children of Storm. =)