abob101

abob101

Joined Member # 4285510
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Regarding this one: [quote] Add the ability to see the full stats and equipment of the two champions we have to choose between on the selection screen itself (or, you know, double-click on them to bring up the unit detail window). [/quote] Kael or Frogboy said somewhere this was by design. Might have been in Frogboys youtube. The idea was you get a rough idea as to teh type of champion they are... but they didn't want players looking at champi

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[quote] especially when you are suddenly releasing 100 new fixes, learned from FE , into the newest money sink. [/quote] Not sure about that. There more bugs in the latest LH that the latest FE I would have thought.

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I think the first few champions come to early, i.e. the 3, 50, 100 then 200 fame levels. If you're active with quests, clearing goodie huts and if you build the Adventurers Guild you can hit those rather quickly. Maybe just scrap one of these and have the first levels something like 15, 75, 200. Just slow it down a bit early on.

26 Replies 96,351 Views

@HF - good suggestion! I spent some more time looking at CoreGameEvents.xml and found it interesting. I'm just going to dump my findings here before calling it a night. Basically, seems they've just added a new quest TriggerType in LH... this one: FactionResourceLevel It works in conjuction with these: Fame 1&l

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[quote] Check out CoreGameEvents.xml maybe you can use that method for something. It's new in LH so I haven't looked at it. [/quote] Yeah I had a quick look at that a few nights back... you can use it to spawn the champion selection when player hits a certain threshold for resource X. I believe i got it to work for a custom resource when I was mucking about with it. I was also looking into the poss

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OK I had a preliminary go at this... and got something more or less working. Basically this as mentioned above: [quote] I'm looking into another workaround... - each faction trait has a unique improvement (that can only ever be built once) - when said improvement is constructed, it spawns a GoodieHut nearby - when visting the GoodieHut, the relevant quest spawns [/quote] This does in fact pretty much work as expected. You

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Well, from what i've seen from a bit of experimentation.... the answer no, not possible.. at least not elegantly. However there is various kludges that would sort of do something similar, maybe. I know that if you can actually get a champion to end up with 2 paths... they can choose traits from either path. It doesn't look great though, the 2nd path is hidden and you have to scroll with the mouse wheel to see it. It functions fine though. I tried to h

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I've haven't played with quests yet so still getting my head around it. I take your point about the initial player response, I think that would work great for some cases... particularly where you have a good/neutral/evil type initial response to a quest, a bit like your Inn example above. The idea I had though was to use the Turn 1 trigger to fire a different quest for each faction (trait). So maybe if your faction trait has Wanderlust, on Turn 1 a

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Actually further to this, I just realized that the way this works causes other minor issues with the Research tree. I'm guessing this might be a known issue but anyways.... Because there are 2 versions of the Guardian Statue/Idol Improvements (one for Empire and one for Kingdom)... you have 1 set for 1 (the Empire version)... so that it only shows up once. OK great idea but....</

2 Replies 2,825 Views

OK so after mucking around trying to figure this out, I believe that this is caused by having: 1 On the ImprovementType. So seems that not only does this tag hide something in the Hiergamenon but also hides it in the tech tree. I can see that maybe in some cases, that's what you might be after... but certainly in cases like the Resoln version of Shrines.... that's not what you want. Will leave it wi

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[quote] ...because when you demolish a building you get back the resources marked as construction costs. [/quote] It works fine, if you used the tag I mentioned above, i.e. ConstructionResourceCost ... then when you raze the building you definitely don't get the resource back. So all good. Thanks.

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Yeah it'd be really useful to have a quest only fire in the first place for a specific faction though. Image something like a LOTR mod... quests would work great... but you'd pretty much only want certain things to fire for certain factions. Eg. On turn 1 the Shire faction gets a quest "take the ring to mount doom" or whatever.

10 Replies 15,661 Views

Not sure if this has been reported, or even how long it's existed for, but for Resoln (or any custom faction with Binding trait), when you go to the research tree, under the "Shard Harvesting" tech it doesn't show any little box things (the Shrine Improvements).

2 Replies 2,825 Views

[quote] how do you give an ability when the first city is settled? [/quote] Not sure if that's what he was suggesting as the solution. But either way I'm pretty sure that's not possible. Would be happy to be proven otherwise though.

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[quote] Do you know if you have an example in Stormworld currently? [/quote] Nevermind, I found one (magma forge). And, this works a treat! I was using the wrong type of tag... I had been using a as used by UnitTypes (which doesn't work properly). To get it working you can instead use this on an ImprovementType: <

14 Replies 6,691 Views

Hi all, Just starting looking into what is possible with quests... and one of the things that surprised (and disappointed) me was that it seems there is not way to restrict a quest to a particular allegiance and/or faction and/or faction trait. Does that sound correct? Has there been any/much discussion about it in the past? A few few more trigger types would be great too :-(

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Hi all, I've got a few faction specific unique buildings in my mod that create bonus resources etc nearby when built. They are unique... only one per faction... However they can be misused by razing the improvement and building it multiple times to create multiple bonus resources. Doh. Ideally these improvements would be "you can only be one of these, ever". I tried making a unique resource, giving the faction 1 of them and then adding a Productio

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Not a lot of room for expansion eh.... [IMG]http://i.imgur.com/0F9vw5G.jpg[/IMG] [e digicons]:omg:[/e]

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Woa, umm ok I like the new way the upgrade lines work... And I get we're going for fun more so that realism here.... but isn't dual wielding Great Axe's getting a bit into just plain silly territory? Dual handaxes, sure... but a Great Axes in each hand..? Whilst mounted...? [e digicons]o_O[/e] But maybe i'm in the minority on this one.

109 Replies 74,652 Views

How about adding the one about including an event notification when an enemy casts a spell enhancement (curse) on your city? So we have a way of knowing when it happens. Also an indicator on the city itself or similar. Also FWIW, +1 from me for quickslots for strategic spells, and +1 for doing something to the city upgrade screen so you can see the city details.

104 Replies 414,333 Views