mqpiffle

mqpiffle

Joined Member # 4257179
111 Posts 1,891 Replies 4,170 Reputation

I think somebody made a mod for this for FE [e digicons]:thumbsup:[/e]

5 Replies 5,818 Views

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

38 Replies 101,007 Views

[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

18 Replies 25,133 Views

[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

54 Replies 69,462 Views

[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]

54 Replies 69,462 Views

[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

54 Replies 69,462 Views

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)

5 Replies 6,430 Views

[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.

54 Replies 69,462 Views

[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

54 Replies 69,462 Views

[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.

29 Replies 22,629 Views

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?

29 Replies 22,629 Views

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.

10 Replies 50,587 Views