abob101

abob101

Joined Member # 4285510
83 Posts 1,017 Replies 24,444 Reputation

Borg999 - my mod Demons and Wizards does pretty much all of the stuff you've mentioned here. So yeah I agree with you, I didn't like the current Mage path at all. Obviously i'm biased but I think the new Mage path and new Summoner path in my mod are way more fun than the default Mage path. [e digicons]:grin:[/e] [quote who="Murteas" reply="6" id="3391384"]Currently, I think the mod has the summons a little too powerful,[/quo

16 Replies 64,493 Views

[quote]1) How can i check whether or not the Quest Pack DLC is active in my current game?[/quote] I think quite a few of the quests in the quest back are events. If you get the Pillar of Grazna or the Boar for example (can't remmebr his name) I believe they are only in the quest pack. They turn up quite a bit... you're bound to see one of them after a few games.

4 Replies 44,016 Views

[quote who="Fallenchar" reply="4" id="3390992"]Best example is an Archer Assasin. He was the first champion I recruited and after 5 hours of playing, he gained only 2 or 3 levels and I did not find a single bow. He does less damage than a single Archer I recruit.[/quote] That seems like slow progress. As mentioned try and take out monsters and complete quests with just one champion and units, i.e. don't stack your champions in the same army. For a mage maybe g

13 Replies 10,045 Views

To turn off Steam Cloud for LH: 1) Start Steam, click on Library 2) Left hand side where your games are listed, right click on FE: LH, click Properties 3) Under Updates tab, untick the Enable Steam CLoud checkbox I suggest you also try and "Verify Integrity of Game Cache". Under the Properties again, go to the Local Files tab.... click the Verify button. If none of that helps, check the how to report and issue sticky

20 Replies 20,897 Views

[quote who="LordTheRon" reply="1" id="3389698"]Weird stuff[/quote] Yeah this one has been around for a long time. It recalculates correctly if you load from save. Would be great to get a fix for it though because I don't think it's intermittent, happens every time I believe :-(

5 Replies 6,547 Views

Yes good spot thanks. (edited my post). I could have sworn i've seen Crow Demons use that against me in the past.... however with me recent testing I can't get them to do it. I'm starting to wonder if the AI has problems with spells that target an empty tile.

18 Replies 16,102 Views

I've been tested a heap of abilities/spells and it looks to me like the AI struggles with a few other abilities too. I'd be interested to know if anyone has seen the AI use Lightning Form or Thunder Strike either, because I can't seem to get the AI to use them. Edit -> Fixed typo.

18 Replies 16,102 Views

Good post, was starting to wonder if it was just me. I've been doing a bunch of testing on this last few days working on my mod... and i've also not seen the AI use a tactical summons. I just created a test case... created some units that have no attack whatsoever... but have the DemonicAlly ability (summon assassin demon).... went into battle again 6 of them... and they all just stand there. I tried increasing the AIPriority up to 7000 and still nothing. T

18 Replies 16,102 Views

Changing SpellDef's is a bit painful. Read this: https://forums.elementalgame.com/434780/page/1/#3378469 You can do it... but to make it work from the mod folder you have to block the default spell, then create a new version (copy the existing one) and set it to have the prereq you want. This is how I block Gift of Iron (which I believe works): <SpellDef InternalName

3 Replies 3,567 Views

[quote who="Murteas" reply="57" id="3389960"]So any chance you are making some new champions with the summoner profession to include with the mod?[/quote] The current version has 4 champs, I will be adding more with the next major release (where i'll be adding 4 new spell schools). The next version (just about ready), i'm putting in a few goodie huts with some of the new units though. I figure seeing as i've created the units might as well throw a few out int

349 Replies 1,263,137 Views

Hi all, Couple of things... I've just been looking at the Flying ability... I see that removes the movement penalty for forest, hills etc. What I find strange is that only the Air Elemental, Crow Demon and Banshee actually have the Fly ability. Dragons don't have this Flying ability so presumably suffer movement penalties etc. I don't see why they shouldn't have this ability? Or am I missing something? Seems only the

1 Replies 1,783 Views

BTW guys i've tested option 5 mentioned above.... it worked pretty well. Except the way I implemented it I had problem the problem that once you cast a spell and the summoner cooldown kicked in.... all the summon spells would be hidden from the spellbook AND from the path screen (when you hover over a spellbook). That was really annoying me. Other than that it worked perfectly... and was rather cool. But I just don't like the fact that while you're waiting

349 Replies 1,263,137 Views

Thanks for the feedback Nightmurderer03. Nice spot with the crown, doesn't look like it's possible to produce a resource from an item. I've changed Procipinee crown to +5 Spell Mastery, +5 Spell Resistance and +5% Spell Damage for the next release.

349 Replies 1,263,137 Views

@Derek.... OK so the Summon Ignys spell is definitely not playing it's effect. It's missing the bolded line here in the SpellDefEffect: E_FireballExplosion_Particle 0,0,0 3 0 1 <br

7 Replies 4,882 Views

[quote who="Earth Force Captain" reply="328" id="3389555"]Just starting out modding LH, and I'm trying to add a new faction with new racial/blood. What files do I need to include in my mod folder to get the new racial to work? Also, are there any guides or tutorials out there on how to add a new racial, add new traits etc? Thanks.[/quote] A new blood is quite a bit of work because you have to create a heap of new units to go with it. You create the units and given them

844 Replies 1,925,904 Views

[quote who="Dumhed" reply="325" id="3389491"]Thanks abob101 for the earlier feedback. I sometimes have a hard time using the right query in the search to find what I need. [/quote] No prob. I've asked similar questions to yours in the past so I happened to know there was some info there. Let us know if you got get that stuff working. [quote who="Dumhed" reply="325" id="3389491"]Is there any way to create a randomized res

844 Replies 1,925,904 Views

[quote who="Laz3456" reply="14" id="3389321"]Now I just need to find out if it is possible to mod the 3D images to 2D ones.[/quote] Not easily. It might be possible using desktop x to modify the gui.

15 Replies 48,271 Views

Good spot DsRaider. Derek - this seems to only be a problem for certain summons, possibly something to do with the Radius maybe. 2 examples where the particle doesn't show are Summon Shadow Warg and Summon Ice Elemental. Would be great if this could be looked at.

7 Replies 4,882 Views

[quote who="StevenAus" reply="319" id="3389305"]Is there a way to only allow (or show) certain Quest choice dialog options based on Allegiance prerequisite?[/quote] I think CoS does this. Checkout this post where it was discussed in the past it might help: https://forums.elementalgame.com/442543/page/1/#3342019

844 Replies 1,925,904 Views

[quote who="Dumhed" reply="317" id="3389283"]How do I make a unit dependent on a building? For instance, I'd like Archer's to be produced by only if there is a woodworking shop, etc. [/quote] Unfortunately it's not as simple as you'd like. There's no nice tag to do it. You've got to use a bit of a workaround. Basically you create a new local ResourceType and have the improvement produce the resource.... then have the unit require

844 Replies 1,925,904 Views

[quote who="Dumhed" reply="316" id="3389209"]How do mod files work when "conflicting" with the main game files? that is... say I want to make it so the Logging Camp cannot be built by a custom faction... if I edit the coreimprovements file I can make a prereq. but what if a mod file has the same improvement with the same internal name... would the mod file override the main file? For things further down the tech tree, i can easily make a new tech and t

844 Replies 1,925,904 Views

[quote who="Dumhed" reply="315" id="3389038"]What determines the zoom distance for a sovereign in their info card? I have a sovereign that in new game selection is zoomed closer than all the others. I'm not really sure how to make the sovereign the same size as the others.[/quote] That's a bit strange. Have a look at the xml file for that Sov, it should have lines like this... Procipinee_CutscenePack <br

844 Replies 1,925,904 Views