[quote who="Retroromanic" reply="456" id="3446397"]Also, when I am starting the game, I get only the new factions, from what I can notice. I love undead, angels and it all looks good, but what, for example, I would like to play a human summoner? Am I missing something?[/quote] If you want the vanilla sovs back, go into your Children of Storm mod folder... look for the folder called "ChildrenOfStorm_NoVanillaSov" and delete it. [quote who="Retroromanic" reply="45
abob101
Well this is great news, good to see LH still getting worked on. It's my favorite game in a long time. The stuff you have listed above for 2.0 all sounds great, any improvements to the diplomacy aspects of the game would go a long way... it's kinda still the weak link me thinks. Regarding your questions: 1) Quarterly is frequent enough I think. Quality over quantity I think. 2) Quests are always good as dlc because the quest/rpg
[quote who="Retroromanic" reply="191" id="3446399"] for us looking for more sov paths, this looks like better option than CoS, right?[/quote] Different things really..... yes D&W will give you an extra path and make summoning a much greater part of the game. COS doesn't add paths, but gives you a bunch of really different new factions (as well as items and other stuff). [quote who="Retroromanic" reply="191" id="3446399"]would this be compatible with Necrom
[quote who="DsRaider" reply="9" id="3446354"]Does the AI even build them? I don't think I have ever seen them.[/quote] I've definitely seen the AI fielding henchmen, although possibly it was with FE rather than LH... not 100% sure my memory not so good.
[quote who="anc40" reply="130" id="3445015"] Then again, that is just me. What do ya'll think?[/quote] It sounds like the "new game" mentioned is something very different from WoM / FE / LH, and not intended to be the next iteration of FE:LH. A different game altogether, but still set in the world of Elemental. I would hope we get to see FE 2 one day in the future, and that it will include all the good stuff in FE:LH including unit designs, tech tree e
[quote who="Derek Paxton" reply="24" id="3442876"]Yes, that's it. We put lots of checks in to keep spell particle effects from making units glow everywhere, which is fine. But the particles that are directly attached to the unit (ie: a part of the units base design) should always be displayed (with this fix).[/quote] @Derek - I seem to get this problem with particles attached to improvements also... so like if you design an improvement in the workshop an
Yeah buggered if I can find anything. Doesn't matter too much but just confuses me that I can't see why it behaves like that. Would be surprised if something like that was hardcoded but could be I guess. Anyways thanks for the input guys if I stumble across something let you know.
Primal / pm, I think I failed explaining my question, let me try and clarify.... I have created a new Race, i.e. like Trog. Lets call it SuperTrog. It shows up in the Faction Creator correctly and works fine. It shows as a new available Race that can be selected when creating a new Faction. However, you can choose the SuperTrog race whether you select Kingdom or Empire Allegiance. I want to make my SuperTrog rac
Anyone else get this problem... when I go to edit a unit, the colors *look* right (i.e. they match the faction colors), but then when I click on Other to change the colors, hair, clothes etc... the color change boxes are all black (except hair). See screenshot: I though it was my mods at first, but just turned off mods and I still get it. Anyone else or is it just me?<
Anyone now if it's possible and/or how to make it so that when you create a new RaceType, it is only either Kingdom or Empire? New races I have created always seem to be available as both. I'd like to make some Empire only like Trogs. Thanks.
[quote who="Primal_Savage" reply="621" id="3444376"]Look at: RandomEvent_AdventureProblem_3 Although I'm not sure if the change applies only to the questing faction (Probably) or to all factions. Alternatively, look at Xtra_Game_ElementalDefs.xml The event does apply to all, but maybe you can change that if you add a Yes/No answer along w/ these: 0 <AIC
@ Derek/Brad Can we pleeese get the AI to use Terraform spells. It's about the only spells that they aren't using now. So it would be fantastic if the AI would use these from time to time: - Arcane Monolith - Raise/Lower Land - Corruption - Consume - Modded spells that act in similar ways Seems to be the strategic spells that don't target a unit that are missing out. <
[quote who="Primal_Savage" reply="619" id="3444354"] EnemyUnit Champion[/quote] No kidding didn't think of that, awesome thanks Primal [e digicons]:thumbsup:[/e]
[quote who="Redindus" reply="3" id="3444317"]What i want to do is remove the roads on techs (Trading/Economics) automatically[/quote] I think this happens in TechsAmarian.xml, you find the file in .....\FE Legendary Heroes\data\English\Only-SP Have a look for this: Player AbilityBonus A_RoadLevel <Value&g
Couple of random mod questions, pretty sure the answer is not possible on most/all counts but just putting it out there anyways.... Anyone know of a way to mod any of these values from ElementalDefs on a per faction basis: 15 50.0 <OccupationTurnsBefore
[quote who="Muttala" reply="40" id="3443969"]Will we consider trade individual technology instead of civilization / warfare and magic research point? The trading part is a a bit bland compare to civ series.[/quote] Yeah that'd be great, does't GC2 have that also? Would also like to see trading of cities... maybe even magic items [e digicons]:dur:[/e]
The Mercenary Camp Improvement that you can build on a Border Village (i.e. the limited unit cap units) is supposed to provide 2 x Mercenaries and 2 x Hunters, but it does not. When the Mercenary Camp is first built is provides 1 unit of each type. Then it starts counting down to build the next unit(s), after 10? turns it produces a 2nd unit of Hunters. It then says Max reached, the 2nd unit of Mercenaries is never created. I believe also that if the first unit of
[quote who="Muttala" reply="189" id="3444280"]If there a way we can have more an 1 additional class on top of the 5 basic ones? I like ranger and necromancer mod class as well but it seems like need to choose only one since they may have conflicts.. [/quote] You should be able to have extra classes in addition to D&W. There might be a few minor issues but for the most part I think the necromancy and ranger paths should work fine. Just bear in mind if you have mo
On a related note... am I missing something or is there no way to cancel an economic treaty? Or a trade treaty for that matter?
What ability makes a city immune to magic? Edit... I guess because Broken Loyalties is not a city curse. And costs money rather than mana.... so although it's a "spell" does it count as magic.... dunno.
Thanks for confirming Crastiloowa, yep sounds right seems to have stopped working recently. I don't think it's mod thing because I tested Grip of Winter with mods turn off to be sure. Would like to get this fixed seeing as it used to work.
Start building an improvement like you normally do, i.e. queue it up in the production queue. Then you get an option RUSH in the city menu thing in the lower left of screen. You should see, BUILD, TRAIN then RUSH then DETAILS. You have to have enough gold to rush it, but that where the option appears.
[quote who="Primal_Savage" reply="187" id="3443674"]Would you consider releasing a couple versions of TraitPathChoiceWnd.dxpack for modders to use? [/quote] fsemprini created that not me. That path selection window sucks for modding. It's really painful to create new graphics that match the stock ones. There's no dynamic sizing... no scrollbar or buttons to indicate there are more paths on the 2nd page. Yuck. I guess t
Check the version down the bottom of the LH load screen. Nice taste in games by the way! [e digicons]:beer:[/e]