Yeah probably wasn't the best visual example [e digicons];P[/e]
abob101
Guys thanks for all the input. It's really helpful because I like to bounce ideas around. I've just been working on this now.... i've got yet another option which i'm thinking about... i've edited the previous post... but to make it easier here's the list of options again: OK so assuming I can't fix the bug described above (and it's highly unlikely unfortunately), i'd really welcome any thoughts on what to do about it...
[quote]So...unit enchantments are permanent until death?[/quote] Nope. Click on the mana resource icon at the top of the screen. It should list all your active enhancements and you can dispel them from there.
It's really easy, you can set the medallion for a Sov (or any other champion/unit) like this if you want to give it a go... 1) Get your image, resize to 256 x 256 and save it in png format to your LH Mods\Gfx folder.... it will be a location something like this: C:\Users\Master\Documents\My Games\LegendaryHeroes\Mods\Gfx Call the file portaitofmycoolsov.png or whatever you like. 2) Find the xml file that specifies your sov, so go create a custom Sov us
OK I see. It's easy to change the "medallion" image for sov's and champions... the medallion being the lower left corner of the screen when you select a unit/champion. You just can't do it in game.... but if you are prepared to edit the xml file you can easily add a custom medallion image for your custom sov after you've create him/her. Not really what you're after but better than nothing.
OK possibly a dumb question, but what do you actually mean by a portrait editor.... what do you want to be able to do exactly?
[quote who="ManiiNames" reply="45" id="3388780"]I know Heavenfall implemented a spell for the Centaur Sovereign in which he is summoning something and is locked down for a few turns while doing so. [/quote] Thanks wasn't aware of that.. just had a look, it's (Centaur Sov spell) setup the same as my stuff. Probably unlikely you'd ever see it though because it's just the one spell and would only manifest if the Sov was not on top of the stack.
They're not hard coded I've tested in the past, pretty sure it should work fine.
Just thought of another option, I could remove the casting time but add a cooldown for strategic summons. Tactical already has a cooldown so it would mean they work kinda the same. Possibly also increase mana cost for strategic summons for balance. I did a quick test of the option 3 above, and although it works to set movement to 0 for a few turns... I can't seem to get it to prevent further spells.... so it might not be an option :-(
Thanks ManiiNames. I'm going to do a test for #3 so I can at least be sure whether it will work or not.
Cool thanks for the feedback [e digicons]:thumbsup:[/e] Working on a couple of updates for this now, will probably include a fix for this bug also. Would be a shame to scrap the casting time, I liked it as a way of stopping summons abuse... will have to think about it.
OK so assuming I can't fix the bug described above (and it's highly unlikely unfortunately), i'd really welcome any thoughts on what to do about it... I can think of a few options.... 1) Leave it - just live with the bug and write it up as a known issue in the readme 2) Scrap the multi turn casting times for strategic summons, possibly increasing mana cost or something else for strategic summons instead to balance it 3) Change it so that the summons happens
LordTheRon - good spot. I've been able to replicate it and unfortunately looks like it's a bug. The bummer is that it's not just the Ignys spell... there's nothing particularly wrong with that spell... you can replicate it with any other spell under the right conditions. I am presuming you have 2 champions in the one stack and you're trying to cast a summon spell (Ignys) that has a cast time greater than 1 ? What I found is that if you do that,
Yeah i've seen that too, I think it's a bug. You can double click to build stuff that you don't have enough resources for. If you select the improvement the Build button is disabled.... but it allows you to double click (bug).
[quote who="Dumhed" reply="306" id="3388213"]Is there a way to limit the total number of a certain type of unit in the world?[/quote] Yes you can do this using a custom resource type. Check out the first few posts of this thread: https://forums.elementalgame.com/439334/page/1/#3311666 [quote who="davrovana" reply="307" id="3388221"]It would be even better if once those units die, the faction co
[quote who="StevenAus" reply="296" id="3387810"]To test out modifications, how do you get a Quest Hero to join you without doing the quest?[/quote] If all you want is to see the Hero in action, can't you just add this to the Sov you want to test with... Map SummonUnit NameOfYourTestChampionOrUnit &
Anyone know if against a (Monster) UnitType actually has any effect..... and if so how it works?
[quote who="LightofAbraxas" reply="289" id="3386499"]Also: I've been toying around with new resources, and have successfully added some, but when I mouse over the resource in the top bar, the description reads as "String Not Found". I have a description tag in the code for it, anyone know why it's not being read?[/quote] Yeah bummer that, it's not the description that shows. You can fix this, but it requires editing core files. Specifically, go take a look
Yep i'm in the same boat. Quite often you get half way through a battle and it's convenient to just click the auto play to let it quickly finish.... but you lose a heap of mana. Fast resolve with no spellcasting would be well handy.
[quote who="Naidrev" reply="56" id="3387004"]Also I'd still hope one day to get: Flying units Naval units Underground layer or a similar "expanding" element.[/quote] Would love to see a mini-expansion with one or more of these.
Nice idea Darxim, good stuff.
[quote who="Naidrev" reply="29" id="3385911"]The reason I mention this is because right now, most of the summons' levels are not directly linked to amount of shards controlled. Some of them are, and the decision seems to be random.[/quote] Yep that's a fair point. Initially I had it setup so that (almost) all the summons got +1 level per shard, so even the Shrills etc. So in the early days it was consistent, you knew you'd pretty much always get a level bonus f
Not me personally, I haven't gone to it because of the issue reported so far. I guess it's possible 1.3b has affected the level up somehow... certainly seems possible given the other weird behaviors reported.
[quote who="LightofAbraxas" reply="283" id="3385448"]Does anyone know what the tag does for champion perks? It seems redundant with everything having prerequisites?[/quote] It was added a few versions ago in LH. I could be wrong but I think that's what is now used to determine when to hide stackable abilities - like when you have dodge1 and dodge2, only dodge2 is displayed on the unit card. Pretty sure it's now the upgradepath that does that rather t
Yeah, you'd have to get HF to make you lots of low poly models of the other races, since he's pretty much got the market cornered on that front ;-)