abob101

abob101

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

Guys, I think there's some kinda of funky UI bug that affects, at least the Sion and possibly other units. Haven't tried henchmen yet but will later. Basically.. if you have a Sion, and you double click their portrait in the bottom left of screen to bring up their Unit Details screen... the buttons for "Details", "Equip" and "Traits" don't appear. If you double click on the Sion on the map in the strategic view, the buttons appears fine. He

0 Replies 1,461 Views

Increased maintenance for unis (Pacifist) is an interesting one. DsRaiders faction traits mod has an ability "Corrupt" which is -20% Gildar and -20% Influence (FE version). Your Spendthrift trait has -10% Gildar. I'm wondering what everything thinks is about right when compared to other faction traits?

13 Replies 12,526 Views

[quote who="Derek Paxton" reply="21" id="3345508"]Awesome feedback, I particuarly love DSRaider's balance points. Many will be coming in the next patch.[/quote] Excellent! (sorry don't like posting one word like this, I know it can be annoying... but this is good news and warrants feedback). [e digicons]:thumbsup:[/e]

41 Replies 41,695 Views

OK so i'm waffling on now, but here's some screens of what i'm talking about just for fun [e digicons];P[/e] Not sure if we're allowed to be talking about modding LH at this stage but anyways. <img src="http://i.imgur.com/6Nt

20 Replies 73,895 Views

Yeah so the reason for this OP was, a lot of the faction traits i've added have various monsters units and stuff to try and add a bit of faction diversity. Generally I cap these units though. In this case i've got "Ogre Alliance" faction trait.... it lets you train Young Ogres, Ogres and Bone Ogres... but you have to build Ogre Pits to get them. They are zero maintenance so you can only have so many. At the moment i've got this <Improvement

20 Replies 73,895 Views

[quote who="OliverFA_306" reply="3" id="3345444"]Care to share what you are working on? [/quote] Oh wow, I only just figured out how to quote properly! Well, I'm kinda working a mod to create a bunch of new factions. It started out very innocently... I don't really go on any of the default factions very much. and I like big maps with 10+ factions, so I started creating a heap of my own. Then I ran out of faction traits to make them different.

20 Replies 73,895 Views

HF / parrottmath, Thanks that's heaps easier. Appreciate all the responses. [quote] Lots of reading the current XML [/quote] Yeah I do a lot of searches for through the files for things I think might work... in this case I had already searched for "CityLevel" and "City_Level" in the CoreImprovements.xml file but it's not used in there so I assumed (wrongly) that there it didn't exist. <spa

20 Replies 73,895 Views

Dude, that's a good workaround thanks. It happens to work pretty well in this case (which is nice for a change) in that because the ImprovementType's retain all their tags when you add something via the mod folder (as mentioned in the most useful mod post ever https://forums.elementalgame.com/434780 ).... you can easily add the CityLevel resource to all the hubs just with little stubs like this in your mod folder: &l

20 Replies 73,895 Views

[quote] The main flaw of the FE encumbrance system is having only 2 points at which it has some effect (40% and 80%) If the effect is for each % as mqpiffle says, it becomes much more meaningful and the game is way deeper. [/quote] Yeah this. More granular encumbrance would have given a similar end result than what we have now (small initiative penalties for each armour item). To prevent mages running around in full plat

54 Replies 69,538 Views

[quote] I miss Encumbrance, and want it back. Instead of the 40 / 80 cutoffs, it should just be each 10% of weight takes off 1 initiative. The horses giving encumbrance relief was always a bit silly, and that could be changed, but that doesn't make encumbrance broken. [/quote] My thoughts exactly. I would have thought that would have achieved a good outcome and would have been way less work than going down the current path. &nb

54 Replies 69,538 Views

Pavise crossbows would be great if they actually worked that way or looked remotely like them. Pretty sure they were so big they got lugged around on the dudes back ... then when they stopped to fight/shoot... they'd set the pavise up in front of them (on the ground)... hide behind it to shoot. Yeah that'd be cool. But a dude with a crossbow in one hand and a round shield in the other.... how the heck does that work. [e digicons]o_O[/e] </

9 Replies 4,786 Views

You must have built a Camp on the resource. They are limited cap units... the mercenary camp should produce 2 units of mercenaries and 2 units of hunters and then it should stop producing any more (unless those get killed... in which case it produces more).

21 Replies 31,932 Views

Thanks for the quick response. What's the reason, is it to separate the upgrade line? I'm guessing this is that fun thing vs. semi-realism again eh [e digicons];)[/e]

9 Replies 4,786 Views

[quote] And, damn this forum. It didn't save the changes to the OP I made a couple of hours ago. Sigh. [/quote] Might be good timing then to just mention.... good thread, thanks. Keep it going. [e digicons]k1[/e] [e digicons]:thumbsup:[/e]

104 Replies 414,351 Views

Not sure if this has been posted before... but I only just realized you can equip shields with crossbows. Is that intentional? Kinda... strange.

9 Replies 4,786 Views

[quote] Removed Encumbrance. [/quote] Holy crap! [e digicons]8C[/e] [quote] I'm sure the encumbrance system will still be available for the intrepid modder [/quote] Not sure about that, if they get rid of the encumbrance bar thing on the unit screen it'll make it rat

139 Replies 443,293 Views

I agree with the tactical auto focus one, it's damn annoying... would love an option to disable tactical auto-focus. And for what it's worth, sharpxe... what the heck? Sanati clearly agreed with you and provided intelligent feedback... then you attack him (her?). Not cool. [e digicons]:typo:[/e]

18 Replies 21,356 Views

The initiative problem is compounded by the one shot kills... whoever goes first wins. I think that impulsive would be fine, if one shot kills weren't so common. If it took 4 or 5 whacks at a unit to kill them, then Impulsive would not be so bad. At the moment though it's kinda easy to load up on Attack and Impulsive/Initiative and race in with a Cleave or Impale and butcher the AI on the first contact before they know what happened. @Ekimm

61 Replies 73,248 Views

I really think a Hero XP Pacing slider would be a great option. That way those who want faster leveling and more powerful heroes can crank it up and those who are happy with the current lower powered heroes can turn it down. I know this can be tweaked in ElementalDefs.xml but maybe just stick the option up front.... at least it would save a lot of debate about it. There's never going to be a setting that suits everyone.

28 Replies 45,847 Views