[quote who="Frogboy" reply="20" id="3413996"]Here's what causes the problem you experience: Your current relations with someone might be say Neutral. And if it's neutral, it'll say "Hey, want to have a trade?" But its feeling towards you (the +'s and -'s) may point to eventual warfare with you and that value can, in a matter of turns, change them from neutral to hostile (it's not instant but it can happen quicker than it seems). In GalCiv II
abob101
OK new version 0.5 now available. Lots of new stuff in here most significantly 4 new spellbooks. Download link is in the original post. This is compatible with LH 1.4 and should be mostly compatible with Children of Storm. Note that COS has not been updated to 1.4 yet but most things should be functioning more or less ok. Big thanks to all those who helped out with this version, particularly Nightmurderer03, ManiiNames, NaytchSG,
[quote who="DsRaider" reply="11" id="3412916"]Mausoleums also seem really empty. They need more decoration around the building itself. Less then half the tile is used for anything. Throw in some graves or something.[/quote] Yep this - just noticed the same thing. [e digicons]:\[/e]
[quote]I got Fallen Enchantress: Legendary Heroes a few weeks back during the steam sale, and I've been playing it way more than is healthy for me.[/quote] Welcome! [quote]3) A next idle unit/city button (or keyboard shortcut)[/quote] Doesn't tab do next idle unit? [quote]5) Bloom of Twilight/Birth of Summer should tell you what the new tile yields will be after you cast, so you don't have to save-scum in order to ensur
Absolutely looking forward to some work on Diplomacy. What I'd really really like in the Diplomacy section of LH is a screen that looks something like this: That visual representation of the relations between factions is great, I want one for LH [e digicons]:P[/e]
[quote who="LordTheRon" reply="127" id="3411413"]Are you still working on this great mod aBob? Don't want to push you but I'm really looking forward to some of your new features or has the 1.4 patch given you extra work?[/quote] Absolutely still working on it, next release with new spellbooks and COS compatibility is not far away. I was waiting for 1.4 though also, so now that it's out i'll make the new D&W release compatible with 1.4. Will hop
[quote]Me, I like to go to Grooveshark and type in Chrono Cross > http://grooveshark.com/#!/album/Chrono+Cross+Original+Soundtrack/3530951[/quote] Hey that's not bad thanks. Not exactly a substitute and not everyone's cup of tea but this is more often than not playing in the "background"... http://gr
Can you clarify the objective? i.e what exactly are you after? Because i'm building priest like units right now for my mod, and i'm 90% sure that what you are after is definitely possible... i'm just quite sure I get what you want to do. For example, this is possible.... A new Unit Design ability called "Healer Priest", that you can give to a unit via the Unit Design screen (just like the other Unit Design abilities). The Healer Priest ability c
@ Phillybear, Just curious, do you have your xml file with that new Resource Type in your mod folder? And if so, does it work... i.e. does it generate Wild Harridan resources on the map? Because I've got something similar but I found the resources don't generate unless the xml file for the ResourceType is in the Core folder, wonderi
Yes and no. See what Heavenfall said... a normal unit can't cast a spell, so if you do it just like you have there it won't quite work. If you want it to work on normal units, you've have to create a new SpellDef that is a Skill, rather than a Spell... so make a copy of the Heal spell but add the tag that Heavenfall said 1 . Look in your CoreSpell.xml, and see how there is a spell called "Fir
[quote who="Frogboy" reply="16" id="3408388"]The default is to simply keep iterating Fallen Enchantress: Legendary Heroes for the foreseable future until it becomes outdated and it'll be a stand-alone game. No sequels.[/quote] I would have though that this is not such a bad thing for the short/medium term future at least... given that LH is always talked about very positively... why try and get fancy and rebrand or anything now. Make the most of all the hard work and if the
Oops, maybe I should clarify... the guy who did the summoner units mod mentioned here: https://forums.elementalgame.com/444851/page/7/#3403768 knows what he's doing. The guy responsible for this though: https://forums.elementalgame.com/446891/page/3/#3392066 ...is a clown. Don't listen t
[quote who="Primal_Savage" reply="14" id="3407796"]Sure thing, how's this thing shaping up? Haven't heard much since it went live...[/quote] Presumably needs us slackers to get in there and adding more content... [e digicons]:-"[/e]
[quote who="parrottmath" reply="3" id="3408215"]Hmmm... I think I know that summoner mod[/quote] I hear the guy who did that knows his stuff...
Good stuff Primal. Maybe the Wiki would be a good place for this?
[quote who="NaytchSG" reply="3" id="3405198"]I fondly remember the Volley ability from the FE weapons mod[/quote] Don't recall tha tone, before my time maybe.... what was it like a multishot thing? I guess that's another option for a Bow skill... Volley/Multishot or somethig.... like Doublestrike.... but maybe like -40% Accuracy bur 3 shots in the round of whatever.
Hi all, Not sure if this has been suggested before or not.... but I'm looking at modding in a weapon ability for Bow's... "Aim". I was thinking it could be that when you activate the Aim ability, you forgo that turn... but next turn you get +25 Accuracy and +50% Damage. What do you think? Probably the damage would need to be higher to make it worth skipping a turn, maybe 100% bonus (double damage).... or alternatively +50% Damage and +25% chance to crit
[quote who="StevenAus" reply="4" id="3403556"]As far as I know, I was looking at the physical attack component.[/quote] When you open the Unit Details screen for the Shrunk unit, and you mouse over the Attack stat... does it show the Shrink spell? It should say Attack (-50%) and then -2 or -5 or whatever.....? What's it say there?
What i'd really, really like to see... is a new Output upgrade "Guardhouse" or something.... that makes the Output spawn a couple of units of Militia defenders, and for the AI to make use of it (as well as the player obviously!). Now that would be great. [e digicons]:)[/e]
@Tattyhat - Cool glad you got it working. I didn't realise it worked from the mod folder, that's even better (thanks for the info). @_Flector_ - Yep that one was a bit too high contrast for my tastes also. I've done another one that is somewhere in between that I now use... might even turn it down another notch in future. Thanks for posting the screenshots btw. I anyone want so try these, here are the new links to the two files: High
Guys, i've just been having a bit of a play with the tactical squares graphic, if you want to try a much higher contrast graphic, give this a go. Download this file: https://dl.dropboxusercontent.com/u/100348448/TileSelectionTexture_Tactical.dds And save it to your \FE Legendary Heroes\Gfx folder (normally the full path would be something like C:\Program Files (x86)\St
[quote who="joeball123" reply="7" id="3403087"]The Lethal traits and the Executioner traits are cumulative. At Lethal III, you have +12 physical attack, not the +5 listed on the trait - you get +(3 + 4 + 5) from having Lethal I + II + III; same goes for Executioner and every other set of traits available. I certainly agree that Lethal is more useful than Executioner, but you're underselling Lethal here.[/quote] Yep my bad, was a late night when I posted that. I'm merging
I think he means the particle rings effect parrott rather than the animation (which doesn't show).
[quote who="smeagolheart" reply="4" id="3402956"]Your Assassinate sounds very similar to gambler's strike, 50% chance for triple damage.[/quote] Sorry I probably should have made it clearing in the post (will edit it now).... I'm talking about a strategic spell, like 3 or 4 tile range. [e digicons]:D[/e]
Also, I would be interested in any feedback on these ability ideas..... 1) Sneak Attack (or similar name) Would autocast at the start of tactical battle and do damage against against a random target (before anyone moves). No idea how much damage exactly. Possibly it could also knock the victim prone and/or stun them. Most likely it could be handled as multiple abilities... so a trait to unlock the ability, then one or two subsequent abilities to make it mor