abob101

abob101

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

[quote] You can add battleautocastspells to items, but they get cast twice for some reason [/quote] Oh geez, I though it was just me. I have an item that does this and spent hours trying to figure out what i'd done wrong that was making it autocast twice. Oh well, there it is... it just does! [e digicons]:S[/e]

15 Replies 8,822 Views

Nah you can put it right on the Item right? Haven't tried it but here is an example by HF himself: Unit AdjustUnitStat <span

46 Replies 17,962 Views

It's kinda fun to use. But yeah, I agree... it's cheesy. Same with the crossbow power shot that blasts through a heap of enemies. Seems a bit silly. Would love to see any of your suggestions implemented instead, particularly bonus vs. mounted.

46 Replies 17,962 Views

I tend to agree. Or if they feel like being super nice, chuck yet another slider in there..."Champion Pacing"... Or stick a variable in ElementalDefs.xml, so we can adjust it. That'd be great. [e digicons]:grin:[/e] Edit -> OK I just checked in case I missed it, and turns out it looks like there is a variable in ElementalDefs, at least I presume that's what this does: 0

14 Replies 66,342 Views

I notice with this one the Ogres, as well as others like Knights of Asok... they've dropped them from 3 units to 2 units. They're underwhelming yeah... but they're also free. But I don't get why they'd reduce it from 3 to 2 units.

7 Replies 5,119 Views

Hi all, Just wondering if anyone has any bright ideas on how I could automatically give the Sov an ability if their faction has a particular faction trait? For example... maybe the faction trait "Cult of a Hundred Eyes" would automatically give the Sov an ability called "Spider Lord". Another possibility would be pre-selecting a path. So maybe the "Enchanters" faction trait would automatically give the Sov the Path of the Mage ability. I know this GameModif

2 Replies 3,193 Views

Yeah I noticed that too. In FE they were range 3, Damage 6, cooldown 3. In LH they are range 4, Damage 8, cooldown 5.. and can be dodged. So they're kinda better but have a longer cooldown. I'm pretty sure that's correct. Actually... dunno if in LH they maybe damage for each member of the group or something too.... hmm not sure.

5 Replies 11,448 Views

If you're trying to do it from the mod folder that could be your problem, because unfortunately it doesn't seem modding tech's works properly from the mod folder. See this post for details: https://forums.elementalgame.com/434780 It's a bit of a bummer. If you agree, you could always head over to this post: https://forums.el

8 Replies 8,092 Views

My understanding is that WoM had 2 queues... and was changed to 1, and the general consensus is that it works better this way. Or I could be way off the mark.

10 Replies 15,499 Views

[quote] Quick question though - did you but it or did you get it free? [/quote] Good question (assuming you meant "buy" it ;-)). When WoM was in development I was really excited. Then went it came out and the reviews were bad... I decided against buying it (similar to you). I was right into Total War Medieval 2 at the time so just stuck with that as my strategy game of choice. I was bummed though because

33 Replies 37,579 Views

I could be wrong, but at least in this version it looks like they are gone. Ogre and others still there but doesn't appear to be there but seems there is no Darkling resource/camp now. [e digicons]8(|[/e] Maybe it will be added back in in a future version.

1 Replies 4,753 Views

I think the trees have potential but just need a bit of work to reduce some of the repetitive and less interesting stuff. The mage tree is quite interesting. The warrior one is the most boring. I think they can definitely work well. Having said that, a small element of randomness would be cool. A few special abilities that randomly appear along the tree... or maybe a small chance that when you level you get to choose 2 abilities... or a small chance t

101 Replies 321,898 Views

@Woffle99 - I was highly skeptical about the tactical battles... didn't like some of the ideas on paper, but they really are way better, really fun now... much more so than FE. There is actually some tactics to it now, rather than just run up and bash. You find yourself paying attention to maneuvering now as you try and make use of the special abilities. So big thumbs up on the tactical battles. This is probably the best thing about the upg

33 Replies 37,579 Views

[quote] The faction perk tree would be tied to the faction ability (Adventurer, Betrayers, etc.) Giving each faction a special perk tree for the sovereign only would also add a nice moddable feature which we would all enjoy using. [/quote] Doesn't need to be a "tree" neccessarily, but one or two special abilties that are only available if you have a certain faction trait would be neat. For example the Warrior Caste factio

12 Replies 11,469 Views

[quote] Then the request: I'd like to see a popup when an enemy curses one of my cities. It's really annoying, especially when you have more than one city to continuously scroll through my cities to see if any city's been cursed. It would also help if you could make the info about the curse on the city more readily available in the city-screen. [/quote] Yes pls, another vote for this.

5 Replies 10,473 Views

OK so I just checked the files so this should be correct. To get Darklings you need a "Darkling Camp" Improvement. The Darkling Camp will automatically create 3 Groups (units of 4 darklings)... note that they don't get built at the city... they appear on the Darkling Camp itself. You can only build the Darkling Camp on a "Darkling Village" resource. But here's the bit that makes them rare... from what I can tell in the files, you can only get a "Darkling Vi

5 Replies 14,290 Views