Abilities are a bugger to remove modifiers from. Adding them, easy... removing them not so. This is essential reading before you try anything from the mod folder: https://forums.elementalgame.com/434780/page/1/#3378469
abob101
Thanks for the feedback. Will probably go for some minor tweaks with the pool next version as opposed to anything drastic. I think i'll increase the base mana maintenance from 0.5 to 1 also. [quote who="Nightmurderer03" reply="115" id="3398762"]Also it would be cool to see more summon related items like the summoner staff and a unique and expensive building limited to one per faction that boost summoning pool might be another idea.[/quote] I'
Hiya guys, hoping you can help me- I have a few related question for those of you who've played through with the Summoner Path.... Did you find you choose to or needed to take the Channeling abilities in the path at all, i.e. the ones that boost the Summon Pool? Similarly did you find the need to use the Channeling city spell at all (+2 Summon Pool) ? Do you find yourself ever even hitting the Summon Pool limit? I'm
Thanks, though coincidentally I've actually changed the Death 3 summons to a Corpse Spider in the next release. [e digicons]:P[/e]
Yep second that, great to have the FE scenario added. If there is any chance of getting the AI to cast the odd tactical summons? Seems to be something that prevents it, there never seems to be a tactical summons used by the AI ever. Um, please?
[quote who="GFireflyE" reply="5" id="3398390"]On a side note, why isn't there independant city states within the game already??? [/quote] This would be a great addition. Something for the next expansion maybe....?
Nah that was just for testing... I actually want to create new resources. Thanks.
Unfortunately doesn't make any difference from my testing. Here's my test file if anyone is interested: https://dl.dropboxusercontent.com/u/100348448/Test_WorldResources.xml If you put that in the core folder you'll get heaps of extra crystal crags (zoom out to the cloth map and you can see them... they have a bright yellow question mark icon). If you put the file in the
Nope, I generally don't do that.. pretty sure they are just generic containers that don't do anything. I could be wrong.... is that a wild guess or have you seen that cause problems in the past? Will test it anyhow thanks for the suggestion.
Just noticed your response. Yeah seems like maybe it was something that may have been changed recently. Bit of a bummer, I want to mod in some extra resources and the file will have to go in the core directory for now :-(
Thanks for the feedback NM/Sanati, taking that all on board for the next release. Expect to see at least something of a tweak in those areas.
[quote who="Victor5" reply="104" id="3396885"]On that note, could you give us an idea on how your plans of incorporating compatibility with CoS is going?[/quote] Well no guarantee but.... I have some time off work a couple of weeks from now. Hopefully i'll have some spare time to get the next release finished, and then add CoS compatibility straight after that.
[quote who="Sanati" reply="105" id="3396898"]In one of my games one of the AIs had two summoners, a custom sov and a summoner champ, and they were throwing out summons constantly, even attacking me with full armies of them.[/quote] Oh wow really? That's awesome. I haven't really seen the AI use more than a couple of summons at a time... but like I said I haven't had the chance to actually play as much as I would like. If the AI is using a lot of summons i
Oops poor Briganat, fixed for next release. Looks like there was a bug with the Archangel too, that should be fixed next release also. The next release will have quite a bit in it (4 new spellbooks)... but it's taking a bit longer than I hoped so I might do a minor patch first to fix up those bugs, not sure yet. Thanks for the feedback & bug reports that's awesome. Regarding the 1 per for the Lightbringer etc.... the way i
Well my 2c... my preference for DLC is anything that is hard or impossible to mod into the game. So stuff like Monsters, Units or Equipment.... *specifically those that have new models* are the best thing for DLC. Basically anything that is not just xml, because we can do that ourselves (for the most part).
[quote who="NeoNick7" reply="10" id="3395785"]Are there more rare champions that are not on Abob101's list?[/quote] Pretty sure i've got them all. Tuatha was already in the list above (level 5) but I had him down as Empire rather than Kingdom (now fixed). I could be wrong, but my understanding is that they all have an equal chance of appearing. I.e. you have an equal chance of any of the level 1 Kingdom champions appearing (if you are Kingdom). For y
Fix that really annoying issue where if you are trying to select multiple units that are in a city via the Army pane (down the bottom of screen near the city details), and you hold down Shift.... the mouse shudders and jumps around a bit making it hard to pick the units you want. No idea what would cause that but it's really annoying. Make sure you can close all popups with the Esc key.... for example the City Details popup does not close when you press Esc.</
Awesome. [e digicons]:thumbsup:[/e] OK next question..... regarding the BG stats, I notice that for Monsters you only have them in the Level 1 milestone.... is that enough for them to pickup all the unitstats? I would have thougt they needed go in at each milestone level....? Thanks.
And this is probably less accurate, but for what it's worth..... Name Level <t
Re. # 2, this won't be 100% accurate but should be fairly close. Name Level <td align="LEFT"
double post.
Hi all, Seems that there is this mod called Children of Storm that everyone is rather fond of and as such there is significant demand for compatibility ;-) So... I'm wondering what happens when you start getting multiple mods changing the same core files. Going by this post: https://forums.elementalgame.com/434780/page/1/#3378469 We know that an AbilityBonusOption does
Yeah for the abilities you're right so that should be ok. [quote who="StevenAus" reply="98" id="3394751"]and then whatever order the game reads the mod files and other files in the custom folders. [/quote] This is the one that we need to know. I vaguely recall reading a discussion about it a while ago where HF said he thought it went by alpha order or something. I'll post a new thread and ask if knows. Let me know if you work out it for
Check the list of mods in the sticky post in the LH Modding subforum. 90% there is already a mod available that does it.
[quote who="Emperorjarin" reply="94" id="3394686"]An update on what was going on with my henchman: apparently the Magic Missile tooltips will disappear upon saving/loading (or just taking the Improved Missiles trait, I haven't figured out which quite yet), while leaving the spells themselves available for casting in tactical. Just a visual bug.[/quote] Thanks for the feedback. Yeah I just checked it out... if you choose the Missile Mastery I (or II) trai