[quote who="tjashen" reply="4" id="3451127"]Is there any particular reason that moddb might be unpopular with the group?[/quote] Probably ModDB just add that page themselves, noone probably even knows it's there. Nexus is ok, but we really need a Legendary Heroes specific site as suggested by Primal. Hello Stardock .....?
abob101
[quote who="Crastiloowa" reply="5" id="3450050"]Derek Paxton previously indicated in this thread: https://forums.elementalgame.com/449976/page/1/#3440649 ...that there was some internal coding magic for that item/ability, so it may not be the best example.[/quote] Wow good memory you have there.... and good spot too. So yeah it ain't going to work that way, but wait........... [quote who="Crastiloowa" reply="5" id="3450050"]Check
Ok I think it's pretty much not possible. This just happens to be one of those things that FE/LH doesn't allow for. Obviously you can do this for a tactical spell, but not so for a strategic spell. I don't actually think that UnlockUnitAbility works. It certainly doesn't appear to work for an item. I had a look at the Boots of Stealth which use this (they're supposed to grant the wearer the MasterScount ability) and I'm fairly
I haven't tried it but looking at that code I think it would probably work. But you might need to modify the AbilityBonusOption " Spell_ExNihilo".... make it a spellbook type ability, i.e. add Unit_Spell_Rank to it. Take a look at an ability like Hydromancy to see what I mean. I think that without the spellbook thing the spell prereq might not work.
I would highly recommend DsRaiders mod (pack) Blood & Mana: https://forums.elementalgame.com/451769/page/1/#3442957
[quote who="DsRaider" reply="35" id="3448985"]Alright thanks Primal_Savage. I got it working the way I want it![/quote] Awesome! [quote who="DsRaider" reply="37" id="3449036"]On top of better bows towers also have a significant defense bonus and small bonuses to several other stats.[/quote] Yeah a big defense bonus makes sense and will make them much more useful than normal militia archers. I'd also go for an init and accuracy bonus..... bein
[quote who="DsRaider" reply="27" id="3448210"]Tried changing the terrain under the tower to prevent units from moving onto it but it didn't change. I then tried casting firestorm and again it didn't change the terrain under the spell. Is anyone else seeing it work or is it broken?[/quote] Doesn't seem to work... I tried a few tests with different combos. It works in strategic but not tactical :-( Can't think of any other way to stop units from walking on
Does anyone happen to know if UnitStat_ArmorPierce from something like a Spear, is applied for special attacks like Impale, Cleave etc? I see that Impale does a "DefendableDamage" in a spell-like ability, just not sure if the UnitStat_ArmorPierce is applied in that situation?
As stated by Frogboy in the financial model thread... [quote] In March it’ll probably be me (I have anger management issues with the game’s pathfinding). [/quote] So pathfinding should be all sorted soon. [e digicons]:D[/e]
Agree 100% with DsRaider above. I really don't see that it would have to be all that complicated. This would make a fantastic DLC, even if it cost a bit more or something... would be really cool. [quote who="DsRaider" reply="108" id="3448431"]The easiest way would probably just to have auto naval transition where your units and caravans automatically become boats when they attempt to travel over water.[/quote] Yeah this, just make it so they ca
Ahh that's coming along nicely, cool tower. It looks neat :-) [quote who="DsRaider" reply="23" id="3448064"]Hmmm I thought we could change terrain types but I don't see any examples in the xml.[/quote] Try this: Map PlaceTerrain CaveWall &n
Ah.... yeah there's a thought pm, didn't think of that.... (goes off to try something) @DsRaider - try this mate: Test_Airwalker Horses grant your units more speed in combat and in travel and make them immune to being knocked prone. Mount <CanBe
[quote who="Borg999" reply="11" id="3447836"]I guess I'm the only one here that's indifferent to spouses/children/dynasties.[/quote] Nah, i'm indifferent too Not sure the dynasty thing fits LH myself. But good to see LH continuing to get worked on regardless.
[quote who="davrovana" reply="6" id="3447724"]This is incredibly sweet, I was sure dynasties wee never coming.[/quote] Hmmm maybe i'm just being pessimistic, but Frogboy doesn't ever actually mention dynasties or children, only "spouses". Just doesn't seem very clear exactly what this will all include. I would be surprised if there is anything close to a dynasty system included as DLC because I would have thought it would require a heap of coding. Hap
I guess you could always go with your original idea... but have the unit at ground level. Just give them a brick wall type thing around them. Wouldn't really have the tower type feel more of a heavy fortification.
Yeah the tile would be better if you can get that to work, like you said you can make it look better. You could design a fire tower that shoots fireballs and all sorts of cool stuff. I wonder if a tile prop would work (and disappear when the caster dies) if you changed the duration tag from to just or something like that. Edit -> hmm yeah just had a couple of quick attempts, couldn't get a tile to disappear when the caster d
Yeah just did a quick test and looks like subbing in a prop for the model will work fine so that'd be the easiest way to go.
Yeah it's definitely an idea worth pursuing. [quote who="DsRaider" reply="2" id="3447199"]How would you do this though? I don't think you can just sub in a tile for a model.[/quote] You couldn't sub in a tile, but you could sub in a prop.... have a look for K_Wall_Tower_Advanced_01.hkb. It might work by just changing the model type for the unit to a prop like that. The other thing you could probably do is make the model trans
[quote who="davrovana" reply="5" id="3447090"]I'm curious if we are all looking at the same problem. [/quote] Yep same problem, I had the same idea as what you've described. Really hard to do without AI only spells and/or events. Only thing I thought was to give the AI some special units that produce a resource "ai_stuff". Then give the AI one or more spells that requrie "ai_stuff" to cast..... these spells would give the AI strong units. You can make
[e digicons]:omg:[/e]
I've been trying to figure this one out myself, no luck so far. It would be sooo dang helpful if there was an AIOnly tag for spells and/or events. From my testing, I can't get any event to fire for the AI :(
[quote who="DsRaider" reply="55" id="3446654"]Enchanters granting Arcane Monoliths that are outposts summoned by magic is another good trait, but the AI can't use it...[/quote] Yeah the best thing that could be done (in 1.6, 2.0 or whenever just somehow) is to get the AI to use the rest of the strategic spells. As far as I can tell it doesn't use any strategic spells where the target is a tile: htt
[quote]I ask because I have been having problems with an "Assassin" sovereign with my custom faction (Resoln).[/quote] Not trying to fob you off... but if you search the forums I think you'll find a few threads about paths... in particular Assassin. The good thing about the Paths is that they're all useful... and can all work in their own way.
Yeah LH on Nexus would be nice. Surely Stardock can get it setup somehow? [e digicons]:-"[/e]
[quote who="DsRaider" reply="33" id="3446481"]hey could spawn troops that fought nearby monsters and have unique champions that led them. You could use them in several ways; ally with them using diplomacy, conquer them, or complete several quests to get the city and their leader. Again this would be a a fair bit of work and C++ to make so it is unlikely to be DLC. [/quote] I'll have one of those thanks. [quote who="DsRaider" reply="33" id="3446481"]What