abob101

abob101

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

I believe it's in CoreImprovements.xml, do a search for "LevelBarrier" and you'll see it on the CityHub's.

2 Replies 6,481 Views

[quote who="ins2" reply="8" id="3361999"]I am currently replaying Lords of Midnight in my iPad: No animations, no cute UI screens, no graphics to speak of, but I can't seem to put it down...[/quote] Lords of Midnight on the iOS..... what the!?!? How did I not know of such things, awesome! [e digicons]k1[/e] [e digicons]:beer:[/e]

32 Replies 116,230 Views

I believe that you can purchase spellbooks via the Shop when near a city, tehy're called the Tome of the Mountain, Tome of the Wind etc... the spellbooks when read give you level one in whatever element. You need to research the Spellbooks tech first to unlock them. Someone will no doubt correct me if i'm wrong.

5 Replies 4,892 Views

[quote who="Kamamura_CZ" reply="3" id="3361470"]However, the AI can have a negative amount of iron and still keep on building iron-dependent units.[/quote] Are you sure? How do you know this? [quote] the AI can raze your cities instantly, while you have to spend turns doing the same to it. [/quote] Really? I thought in LH the player can raze a city instantly... or am I imagining that chang

16 Replies 14,659 Views

Cool - Just so happens I need a level 2 fire summons, I'll check out the Magma Elemental, that might work :-) Then i'm down to pretty much just needing something for Air level 3 (something roughly equivalent to a Crag Spawn or Lightbringer) and Life Level 1. Open to suggestions....?

52 Replies 201,560 Views

@HF - Regarding the problems adding unitstats to items.... i'm wondering if this is still an issue. In LH, shields have a unit stat, and a likelihood of drop etc... for example RoundShield has this stuff... Unit AdjustUnitStat UnitStat_IsShield 1 Enables abili

145 Replies 92,993 Views

[quote who="OliverFA_306" reply="35" id="3357472"]Despite being three times in the spell book the words "Basic", "Expert" and "Master" will help differentiate them and not look like complete copies.[/quote] Yeah thinking about that one, that's definitely an option. I've pretty much got it all done now, other than I need to create about a dozen more monsters/units to fill in the gaps so that there is at least 5 types of summons per element. Then i'll

52 Replies 201,560 Views

@Frogboy - some good posts there thanks. [quote who="Frogboy" reply="31" id="3357224"]Now, if you want to complain about something in LH, complain about the diplomacy system. That is the single biggest disappointment in the Elemental games IMO. [/quote] We have been! ;-) And yes I agree. [quote who="GFireflyE" reply="40" id="3357289"]yes. diplomacy expansion would be pretty sweet.[/quote] Yes pls me too, i'd pay for if it... hell put it o

99 Replies 420,826 Views

I have a Druid Sov in my (wip) mod. I'm not a fan of posting info about mods until they're pretty much ready to go, but I kinda like this guy so here's my take. He's probably a bit cheesy for some but anyways. He has access to 2 new spell schools, "Nature" and "Beasts" that i'm working on, the Beastlord trait and access to a few specific abilities unique to his faction. No shapeshift though, can't think how to implement it. Hopefully one d

12 Replies 34,686 Views

[quote who="DsRaider" reply="6" id="3357167"]The thing I am worried about is how to restrict the mounts to units in a group of 1.[/quote] Wouldn't this work just by adding: UnitGroupingType_Single To the UnitType...? Edit..... ok hangon it's the mounts sorry I see the problem.

31 Replies 39,635 Views

[quote who="DsRaider" reply="4" id="3354969"]Also now units you can't afford show up in the unit list greyed out so the old workaround for having improvements as prereqs for units doesn't really work as well. Anyone know if there is another way to do it that prevents the unit from showing up in the list at all until you have the right building?[/quote] Hiya... Just curious about this one. Is the issue with this that you're maybe using a resource to restrict access to

31 Replies 39,635 Views

[quote who="OliverFA_306" reply="33" id="3357019"]So you want the ability to affect ALL summoners? [/quote] I don't *want* to do it that way... just thinking of different options. I can do it with multiple spells (as per your suggestion), but i'm rather hesitant to go for that option as then there would be duplicates showing up in the spellbook for a lot of spells. Haven't completely ruled it out but i'm trying to avoid it if possible. &nbsp

52 Replies 201,560 Views

Ah of course. Anyways back on track.. don't want to hijack your thread. Looking forward to Children of Storm. I didn't get around to actually playing Stormworld much in FE as I only picked it up late last year, but was always amazed but the amount of stuff you managed to cram in there (the Reliquary - wow!). So good luck with it and I look forward to given the LH version a good go when you're done.

544 Replies 1,093,894 Views

[quote who="OliverFA_306" reply="31" id="3356978"]PS: Too bad that there are so many limitations to calculate values and use variables! Stardock should enable calculations in many places if they really want to encourage impressing mods![/quote] Yeah it's a real bummer, you spend half your time stuffing around trying to figure out ways to workaround things. It's one of those things where the basic stuff is real easy to do with the xml, which is great... but once you want

52 Replies 201,560 Views

You can change the improvements from the mod directory, it's just a bit of a pain because you can't "edit" existing ones that way. You have to block the existing ones (with an unattainable prereq) then create a new one (exactly the same as the sysem one but with a different name and your changes included). Better to do it that way in my opinion, a bit painful though for sure. [quote who="Makinus_" reply="7" id="3356929"]Yeah, this makes modding the game rea

9 Replies 9,639 Views

Some great ideas in there.. some interesting stuff for sure. I see you have quite a few "when stationed in city" type effects. Which i've never really used or seen much of but probably would work quite well given there tends to be a bit of a surplus of champions at times in LH. Having abilities that are useful when they are taking a break in a nearby city (healing maybe) and adds a bit of an extra thing to think about on the strategic scale. I like it. On a

544 Replies 1,093,894 Views

You mean this bit from the SpellDef? Mana 1 1 Yeah, you can't put a Calculate in there, that's the problem - it's fixed. Bummer what be great to be able to put an expression in sections like this. I think i'm just going to go for

52 Replies 201,560 Views

[quote who="Publius of NV" reply="4" id="3356593"]The main time I see it is when holding control and trying to click to select multiple units in cities. Cursor tremble so bad it's almost impossible to click on the units.[/quote] This is the only one I have noticed. Even this is pretty annoying though.

12 Replies 4,566 Views

Oh so after further testing seems the problem is not the decimal Value.... rather, as far as I can tell spells can't produce a resource over time (unless it is a city enhancement). So a one off modifier when casting a spell (such as a summoning spell) like this works fine: Resource Mana &lt

52 Replies 201,560 Views

You can save it as a png and it will work I believe. But I think (and I am by no means an expert in this stuff) that a dds is better, more memory efficient or something. Generate it with mipmaps. I use GIMP. HF will correct me if i'm wrong i'm sure.

8 Replies 10,032 Views

I don't fully understand it... but basically where it references filename.png, if it finds a file named filename.png it will use that... if not it will look for a file called filename.dds and use that instead. So basically, you can (and should) save your skin as mynewskin.dds, but you can put mynewskin.png in the xml and it will work fine. That should work fine. In your example in your first post, it will be using K_Male_Evil_Texture_01.DDS.

8 Replies 10,032 Views