abob101

abob101

Joined Member # 4285510
83 Posts 1,017 Replies 24,444 Reputation

Ah right it's Steam Workshop, yeah ok not used that before (me feels like an idiot). [e digicons]:blush:[/e] http://steamcommunity.com/workshop/ Looks great! That would be brilliant to have.

12 Replies 61,684 Views

At least 20 or so I believe. Just try it ? Edit - > If you take a look at this mod (from FE but should be the same in LH) BlackRainZ was experimenting with very large group sizes: https://forums.elementalgame.com/435183/page/11/#3352402

5 Replies 6,113 Views

[quote]One shouldn't have to have a doctoral thesis in LH Modding to understand exactly how to use your mod [/quote] Fair enough, but.. The problem is the stupid way the mod folder works, as has been discussed at length in the past. 1) The separate Gfx folder under Mods means you have to split you mod content into 2 locations. That's silly and pointless. You should just be able to drop a single folder with xml and graphics files for y

12 Replies 61,684 Views

[quote who="Soronarr" reply="672" id="3472464"] Is it possible to make certain champions more likely to spawn for a specific sovereign/kingdom? Or make them exclusive so they want spawn for another?[/quote] To the best of my knowledge, the "simple" answer to this is no. There are some similar things that are possible though, it just depends on the sort of thing you're trying to do.

844 Replies 1,925,156 Views

[quote who="Soronarr" reply="672" id="3472464"]So, to make a special unit via resource would be to add a new resource (let's call it Faith), have a building that produces it (Cathedral) exclusive to my kingdom, and have the unit cost that resource? Hm...might work.[/quote] Yes that's the way to do it. You can make it a global resource (like gold) or a local resource (like food) depending on what you want. [quote who="Soronarr" reply="670

844 Replies 1,925,156 Views

[quote who="Soronarr" reply="664" id="3472108"]Forgot to ask - can a building be a prequisite for training units? Like for example, I add a new building "Proving Grounds" (1 per empire) and you can only build Royal Knights IF you have it built[/quote] It's not directly supported but you can use resources as a workaround, or other things depending on exactly what you're after. Do you want it to be a local or global thing... i.e. does building the Proving

844 Replies 1,925,156 Views

[quote who="Soronarr" reply="664" id="3472108"]Can I make a new weapon category to make swords and two-handed swords destinct?[/quote] Yep, you want something like this... Greatsword A massive blade that can slice through limbs. Weapon Defense

844 Replies 1,925,156 Views

[quote who="Maseren" reply="218" id="3471857"]having your game + Xtra's + COS totally revived my game.[/quote] That's a pretty heavy dose of awesome you'll be ingesting, be careful. [e digicons]:omg:[/e]

349 Replies 1,262,729 Views

Dear Stardock, Not sure why there is a limitation on this.... but it would be really great if you could take a look at it for us. We want to create big awesome mods for this great game and this is a bit of a problem. Ideally no limit would be the best outcome. Thanks. PS - good spot Primal wasn't aware of this issue.

11 Replies 64,495 Views

[quote who="Maseren" reply="215" id="3471700"]Abob! Sounds great, no worries, I think i'll go crazy and i'll try xtradeconstruct with Children of Storm and Demons and Wizards and pray to god![/quote] Cool, will be interested to see how it goes. [quote who="Maseren" reply="216" id="3471833"]hey there! [/quote] That was quick! Yeah the resource type limitation is new to me, bit of a bummer. It will get worse with the new version of D&

349 Replies 1,262,729 Views

Unfortunately I have found a summon using BattleAutoCastSpell to be a bit flakey. A while back when I played with it... the spell gets cast fine, and if you choose a valid target (tile) then it works ok. But if you accidentally (or intentionally) click certain invalid targets... like an occupied tile or something, it would hang. Not a showstopper, but I have avoided using them because of that. Mind you it might wo

6 Replies 118,289 Views

[quote who="Maseren" reply="210" id="3471516"]Abob!! Your mod is one of the best, if not the best to be honest, missing it with the latest patch, I know its usually a Faux Pas, but i gotta ask, any ETA on the newest version?[/quote] Thanks. Not Faus Pas at all, it shows people are interested which is always great. The current version should actually work with the current LH 1.6. There will be a few minor issues, but I believe it should be 95% compatible. &nbs

349 Replies 1,262,729 Views

I don't so much have a list, but I have quite a few spells and other things in Demons and Wizards that affect "Demons" and/or "Celestial" so i'm just checking out what you have flagged as these. I've been thinking about these bound elementals and I think (in D&W) i'm going to make them all count as Demons, to be consistent. The Backstory for Cyndrums mention them as "demons" so i'm going to go ahead and assuming that whatever Ceresa did to these elemental

61 Replies 389,198 Views

Whether it's a "feature" or not, it's silly, we all know that... and Stardock know it too given it's been raised multiple times and they haven't given a reasonable explanation for it. I don't think it hurts to bring it up again, never know... might be a chance of getting the feature tweaked in 2.0 or something.

17 Replies 17,810 Views

Hi HF, Just been trawling through you modified CoreMonsterUnitTypes.xml making some edits.... and i've noticed that you have flagged thse guys as counting as "Demons".... - Crow Demon - Cyndrum Demon But not the Burning Wraith, Mirror Elementals or Grave Elementals. I'm far from an expert on the lore, but my understanding is that these were all pretty much created the same way.. by corrupting Elementals... so i'm wondering if

61 Replies 389,198 Views

Fairly sure if you remove the Likelihood and ShopValue tags from an Item it will stop appearing in GoodieHuts. Removing Likelihood tag alone is probably enough actually, but someone else probably knows better on this.

2 Replies 3,710 Views

Primal i've not seen this problem... do you mean 122 types of resources... or 122 instances of resource... Are you saying that if the map has to place more than 122 total resources (of any kinda) thats when there are problems...?

11 Replies 64,495 Views

Hi Megaloll, [quote who="Megaloll" reply="207" id="3470956"]i follow your intallation instruction and installed the mod. I have the summoner path but mage path has no changed and i haven't found any 'new' resource (like beast or battle). They didn't appear in eghemon and in the word map[/quote] Check the install instructions, you need to move the file JB_CustomshardsNewBook.xml to the core folder... make sure to move it (i.e. copy it to Core as per i

349 Replies 1,262,729 Views

[quote who="tjashen" reply="17" id="3470822"] I tried restricting Mage using the tag above. No dice.[/quote] Yeah I found pretty much the same thing when I tried this ages ago hence my curiosity. I was looking at creating something like a "Henchmen" path, that would only be availability to Henchmen. Easy enough to hard code the Henchmen to only get that path (as you have done with the Banshee) but unfortuantely it makes the Henchmen path avaialble to

59 Replies 46,249 Views

[quote who="GreyCow" reply="131" id="3470855"]Shogun 2: get far enough ahead, and the 'Realm Divide' occurs, and all of the other factions unite against you[/quote] Yeah LH doesn't seem to do this very well. In LH it would be cool if, when you get far enough ahead all the factions of the opposite allegiance form an alliance against you, that'd be cool.... and if you get really far ahead everyone does.

156 Replies 835,761 Views

[quote who="Hellions" reply="118" id="3470819"]Although it's a rare occurrence, I've seen the AI cast Escape several times. Of course, it didn't prevent me from attacking again on the following turn since it doesn't seem to have mastered the concept of fleeing on the strategic map. [/quote] Hmm really thats interesting. I've never seen it, and it has an AIPriority of zero so I assumed it never happens.

211 Replies 576,418 Views

[quote who="Frogboy" reply="110" id="3470706"]Ok. Second 8 hours begins now![/quote] Awesome. Another ability/spell that it would be great if the Ai would use (in addition to Blink, other spells target an empty tile) : Escape. Also pls see reply 101 above (getting the resource upgrades working for AI) and reply 105 above (getting strategic ValueCalcWrappers working). If you can get any of that done that would be brilliant. Personally i&#

211 Replies 576,418 Views