[e digicons]:beer:[/e]
mqpiffle
Look at the Death Lash spell for inspiration.
https://forums.elementalgame.com/434780
I think somebody made a mod for this for FE [e digicons]:thumbsup:[/e]
Maybe these skills should be using the CombinedAttack UnitStat?
You can always add the bash effect to the shield (dam% chance to stun for 1 turn), while keeping the current move back effect. I think that would be great.
The xp split for heroes isn't the problem, the amount of xp being gained is. Often now the most interesting and difficult battles are conducted with AI factions. In a recent game I (as Altar) fought an epic mid-game battle against Kraxis. The AI army was well-composed, and that +8 defense when under 50% hp is sick! I had to use a lot of tactical maneuvering, moving units in and out of melee, healing, using all of my available abilities. And the AI d
[quote who="Heavenfall" reply="12" id="3344854"] Quoting kwm1800, reply 9 Notice rather inactive modding forum? I really don't think it is worth for the trouble because this game just has very basic stuffs regarding mods. Unless someone finally does brave, tiresome work called reverse-engineering-whole-engine, the modding FE/LH is just tiresome and tied to very basic, simple mods. It's a circular argument. Reduced 71%Original 799 x 32
It also says the party will be teleported back to the capital, which is definitely not the case.
[quote who="iamaddj" reply="34" id="3344770"] Still, I think it would be easier overall if, for units at least, armor was just a single thing, that would be simple and also be better for the AI.[/quote] I've been thinking this myself. Armor pieces are fun in some games, but I'm starting to think they're not necessary or fun in LH. And like you mentioned they could balance the initiative much easier with full suits, and maybe introduce a couple more armor types
duplicate
[quote who="DsRaider" reply="26" id="3344604"]It would be pointless. As every unit with armor would need it, so why not just add the cost of the trait to the cost of the armor and save yourself a huge headache.[/quote] If that's your logic then why not add the cost of every trait to the production of all units and let them have all the traits, and be done with it. [e digicons]:\[/e]
[quote]I'm finding that I really like the new system. It does simplify things a lot, and you can either like that or hate it. The main thing is it seems to be easier on the AI, at least thats how it looks to me, since it was really easy for me to make a unit that had great amour and stuff, but still had had high initiative, using muscle or strength, picking a warg or a horse, et
[quote who="joeherbert48" reply="4" id="3344180"] Quoting mqpiffle, reply 2 This boring conversation again? If you don't like them why did you come in here? [/quote] [e digicons]:banhammer:[/e] [e digicons]:troll:[/e]
I hadn't thought of it that way...
I'm talking about the indicator in the bottom right corner which gives the armor adjusted damage potential. When using special abilities it only shows the damage as if one troop were attacking, though more than one may be present. (I'll take a screenshot when I can)
[quote who="DsRaider" reply="24" id="3344597"] ...and only champions and Trogs should have encumbrance bonuses. Absolutely no unit design traits that increase weight capacity.[/quote] I don't know if I agree with that. However if there is a unit trait for strength, they need to up the labor cost quite a bit.
[quote who="Wizard1200" reply="21" id="3344564"] I guess increasing the base initiative to 100 would make it easier to balance the armor pieces. The two initiative traits of the general tree should be removed and replaced by a single initiative trait.[/quote] This. The current initiative system always has been and always will be way too coarse. I personally would prefer to see the encumbrance system than this current system. The weight system makes sense an
Strange grassy points which project into the ocean beyond the cliffs. Save Game.
Crushing Blow doesn't indicate the troop multiplier when used by trained units or units with multiple members. Not sure about other abilities.
[quote who="parrottmath" reply="14" id="3344406"]I'm editing through each stamp via the .xml[/quote] Damn! I was trying to load them into the Cartographer. Silly me. Thanks for all your hard work.
I will. I was just frustrated when the server didn't save my OP update the other day. And I've been playing the game a lot lately. ^^
Actually I've been viewing some of the stamps (wow, what a pain in the ass that is, can't even load stamps as a default in the Cartographer) and the stamps are a built that way (with the phantom tiles.) Unfortunately I'm not able to edit the stamps for some reason. What did you have to do to get the stamps to load into the Cartographer properly so you could edit them?
Shouldn't have to. The way I described it you'd be changing the core file, so you shouldn't have to enable Use Mods. Going to try it out myself. I'll let you know.