[quote who="Primal_Savage" reply="1" id="3443155"]1. Abob101 produced a fix a while ago, let me see... [Post][/quote] Also see some more info on this in this thread: https://forums.elementalgame.com/451184/page/1/#3432602
abob101
[quote who="Nightmurderer03" reply="1" id="3443115"]Haven't seen those either, im guessing the ai just doesn't know how to use them.[/quote] Yeah i'm thinking that must be the case. AI getting much better with spells but i'd really like to see it use some of these from time to time. I don't even care if it uses them badly... I just want to see the AI drop an arcane monolith down now and then... or lower a mountain. That'
[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] This is great news. I've noticed this problem where sometimes particles don't show on the units... I though it was just me [e digicons
[quote who="Primal_Savage" reply="2" id="3443327"]As to your question, my answer may produce a déjà vu: "I'm not seeing the ongoing particle effect, only the initial one"[/quote] Great thanks. I'm sure it used to work, going to move this to support.
Has anyone ever seen the AI use Raise/Lower land? I've seen it use strategic spells like Wither, but not sure i've ever seen Ai use any terraforming type stuff like Raise/Lower land... or Arcane Monolith. Anyone? Edit -> Hmm what about Corruption or Consume... don't think i've seen those used either. Thanks.
[quote]Can anyone confirm if they are (or are not) seeing the ongoing particle effect? [/quote] Anyone? Pretty sure it's a recent bug but would like confirmation that it's not just me.
Edit....moved to support...... @ Stardock - i'm sure this used to work but sometime in the last version or two it seems to have stopped working. The initial Grip of Winter particle shows fine, but there is supposed to be an ongoing particle effect, i.e. this one: City -1 E_GripofWinter_Particle &l
[quote who="NorsemanViking" reply="44" id="3442490"]I agree to all, but I'm not among those complaining spells are not powerfull enough. I fear great balance issues in magic contra weaponry contra hitpoints, economy etc etc ant you name it. To me it gets less interesting if it turns out to be all about the magic.[/quote] I agree. I actually think LH has a pretty good balance in terms of how powerful the magic currently is.
[quote]Right now I'm finding that the factions that emphasize physical combat[/quote] Tends to be the case in my experience also. Presumably because it is easiest for the AI to make use of passive type bonus, eg. like Gilden and Yithril stuff... as opposed to something like Pariden.... I don't think the AI can even use the arcane outposts.
Hi HF, Regarding the Angels Glamour trait and the Gnomes Rude, I don't think it works. I've been doing a bunch of testing on diplomacy stuff and I'm fairly sure that A_Diplomacy doesn't work as a Player AbilityBonus. I could be wrong... but seems if you put it on a Sov trait like the Diplomat champion history it seems to work fine, just not as a faction trait unfortunately. Not sure why. :-( <
[quote who="Heavenfall" reply="12" id="3442112"]Quoting Derek Paxton, reply 7 Quoting Heavenfall, reply 3 That is, after all, the other side of the coin. An ability might read "deal 3 extra damage against shield users" but it might also be "gain +1 dodge while having a shield equipped". K, got it working either way. [/quote] Yep that's awesome, thanks Derek & HF. [quote] Fixed an issue where base effect attachments d
Sorry more questions, should think it through before posting like a madman. Anwyays..... Is there any point in attacking a caravan? Is that even possible anymore?
[quote who="DsRaider" reply="3" id="3441849"]Your capital gets a 10% gold bonus for every caravan.[/quote] Yeah just worked out it is only the capital. Is there any way to get more caravans....? You're stuck with 10% for each economic treaty right?
Ok so slowly figuring this out.... I see in the City Details window, that if I create an economic treaty... is show me I have Caravans with the other factions city.... it looks to me like it provides flat +10% gildar bonus? Isn't that what the trade treaty does.... (is there any difference other than the roads) ?
Waaaaaaait a minute...... do caravans even exist now? They got removed somewhere along the line when I wasn't paying attention...?? OK scratch that, I found one. So when I click on the caravan, in the lower left corner it says Gildar Bonus +10% for the caravan. What does that mean....?
OK probably a bit of a dumb question, but anyways putting it out there.... :-) Can someone explain exactly what an economic treaty does? I know it creates a road for caravans between the factions.... but does it provide income or something also? Thanks.
What NorsemanViking said. [e digicons]:beer:[/e] Building an empire and conquering the world with armies + heroes. The whole 4x thing, not just one thing. It's the combination o
[quote who="UnleashedElf" reply="580" id="3441445"]Aiming for something where one faction would, as a bonus, get one additional trait.[/quote] You should be able to do that via a facion trait if you want, something like this in a faction trait ability should work I think... Player AbilityBonus A_Traits &n
Dang, need to be quicker with the buzzer....
Look at A_Traits in CorePlayerAbilities.xml Traits The amount of traits this faction can support. FactionAbility_Traits.png 0 4
What would be really really awesome would be a LH 2.0 64 bit version that can make use of extra RAM. [e digicons]:drool:[/e]
Thanks pm.
Just a suggestion - you might want to add a few notes as to what your mod does. For example..... "adds a new faction that does blah", "adds new items etc" or whatever it does. Maybe post a screenshot of your new faction on the startup screen. You should also include instructions on how to install, eg. does it get copied to the mod folder or does it go in the Core folder (since some mods do that). [e digicons]:thumbsup:[/e]
[quote who="Primal_Savage" reply="570" id="3441367"]You need to build a new TechTree: Then your faction needs to use that specific TechTree: TechTree_anc40[/quote] Primal do you happen to know if that works from the mod folder.....? Been meaning to test it just haven't got around to it. Thanks.
Unfortunately it doen't work properly... there are tags to support it but they seem to be broken. You can get it to work... but you have to implement a workaround.... have improvement produce a (local) resource then make the unit require the local resource to be constructed. It works but it's not ideal. If you search you should be able to find some more info on how to do it. If you can't get it going post back and we can give you an example. &nb