abob101

abob101

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

[quote]See them Iron Golems with Spears surrounding the undeads on all sides? Yeah [/quote] That's a lot of golems. Cool I like it. [e digicons]:beer:[/e]

1 Replies 30,132 Views

[quote who="Borg999" reply="3" id="3489675"] I just hope the DLC made to pay for the update is decent. [/quote] I asssumed 2.0 is already budget for as Frogboy said it was "approved", but who knows I guess. [quote who="Borg999" reply="3" id="3489675"] Diplomacy in its current state is so anemic, that any meaningful improvements (not just added flavor text), would probably require significant coding changes. [/quote] Yeah diplomacy is

6 Replies 19,882 Views

[quote who="Ghallandir" reply="782" id="3489576"] 2 - Not (as far as I (and primal too) know) for what I mean to change is the guarison number localy for each city. There seem to be a global (all factions) tag for it, but it shouldn't help with this issue. [/quote] Ah sorry I misunderstood, you mean the number of units that can go in a city. Sorry I thought you were talking about auto summoned defending units.

844 Replies 1,924,264 Views

[quote who="cardinaldirection" reply="3" id="3489257"] All that being said, the potential that this "series" (really just 1 game consistently being "upgraded") has is enormous, and I AM really looking forward to E2015. [/quote] I agree with most of your post up until this last bit. Personally I would have much preferred LH2 to what is coming in Elemental 2015. It seems like a very different beast, with all the stuff I like about LH taken out (custom units, tech t

39 Replies 157,283 Views

Hi Ghallandir, [quote who="Ghallandir" reply="780" id="3489157"] Ohh... That's pretty sad... =p I was expecting that there was at least some way to make the testing process a little less tedious, [/quote] I've only modded a few games but they all require restarting to pickup changes. [quote who="Ghallandir" reply="780" id="3489157"] as villages will be much more difficult to protect, and big fortress will allow

844 Replies 1,924,264 Views

It's possible that Sir Kodrin and that quest have been around since Fallen Enchantress, when mages could wear armor if I recall correctly. That might explain it.

6 Replies 44,051 Views

I've got a couple of things to start things off... The first one, I've actually stolen from DsRaider... who has pointed out recently (and I think he's spot on) that the main reason for lack of serious competitiveness from the AI is: 1) AI training troops in fortresses and making use of strategic spells to improve trained unit quality AI isn't very good at getting the most out of trained troops by training them in a fotress with appropriat

6 Replies 19,882 Views

Hi all, OK so according to Frogboy a while back, there will be a LH 2.0 at some point - which if memory serves me correctly he indicated will likely have a significant focus on diplomacy improvements (which would be great). We haven't heard anything since however the gang is obviously fairly busy with other things just at the minute (some space strategy game thing or whatever). I expect there will be another patch, though they're obviously going to be coming to and

6 Replies 19,882 Views

[quote who="Nightmurderer03" reply="2" id="3488110"] The ai will build the basic versions of everything that's for sure but not sure about upgrades, for example i've seen the custom shards in d&w but never the upgrades. [/quote] Yep that's the main reason i'm wondering about it, i've got some other things i'd like to do with upgradable wild resources but I try and avoid creating stuff that the AI won't use. Thanks

5 Replies 18,674 Views

Hi all, Does anyone know with a reasonable level of certainty if the AI build upgrades to wild resource improvements, for example does it upgrade the Iron Mine to a Smelter? Edit also, what about limited cap unit improvements like the Order or Asok or Wild Ogres, anyone know for sure if the AI will build those.. I presume it does but it's been a while I don't remember seeing it for sure? Thanks.

5 Replies 18,674 Views
Reply to N/A in FE Multiplayer

Yep 2nd this request.

9 Replies 10,363 Views

Yeah I think that's one of the neat things about LH in that you can opt to focus on the champion / rpg side of things, build up some heroes and make them your primary combat force... or use your champions more in a support role and make trained units your strength. @Ragnall - how many AI opponents are you playing against? You could always team up several AI opponents from the start (against you) if you find it that easy.

7 Replies 14,837 Views

:) Hiya Murteas, not long now. I'm thinking 2 to 3 weeks. It's actually playable now but I need to package it up, finish up some loose ends and get my awesome consultant writer davrovana to whip up some backstories for the new sovs. Probably full of bugs/issues because I haven't had much chance to test beyond the early game but we'll see how we go. Edit-> Will add more info about what's in the mod as I get closer. OP u

349 Replies 1,262,209 Views

[quote who="rossanderson48" reply="71" id="3485848"] This is why I hesitate to use most mods or especially use something that changes the "core" elements of the game. Modders get lazy and do not continue to support their mod or make necessary changes that need to be made. Thanks for proving my point about mods. [/quote] [e digicons]:thumbsdown:[/e]

81 Replies 298,954 Views

See this post which has essential info if you're trying to change core stuff: https://forums.elementalgame.com/434780/page/1/#3378469 [quote]1. Is there a way that I can overwrite the core files, especially the racial blood traits, using the mod folder? [/quote] But basically... unfortunately an Ability can not be overwritten from the mod folder... you can *add* stuff ju

2 Replies 3,753 Views

[quote who="Victor5" reply="232" id="3484873"] Although by the look of that screenshot, I hope it doesn't need the Leaders Pack DLC. [/quote] Shouldn't require any DLC... especially that one ;) [e digicons]:X[/e]

349 Replies 1,262,209 Views

[quote who="davrovana" reply="55" id="3484613"] I've abandoned the idea of supporting LH 1.7 unitstats for this mod. I love that they've been implemented, but the new feature doesn't show up in the UI, it's only applied when an attack happens, behind the scenes. The Current AutoCast spell method at least updates the paladin's stats in battle, which I am assuming is more user-friendly for this mod. [/quote] Yep i'm undecided about this too... i've

73 Replies 110,509 Views

[quote who="parrottmath" reply="770" id="3484148"] Playing with that myself you manually have to place the forest props and change the scale yourself (at least the way I was able to do it). edit: Press + or - on the number pad, to increase the size of props you place. [/quote] Aha thanks got it working thanks. [quote who="mqpiffle" reply="771" id="3484154"] I think [Shift] or [Ctrl] + mousewheel will change rotation and scale. Not sure which

844 Replies 1,924,264 Views

Hi all, Having a bit of a muck around with the map editor... does anyone know how to place a forest tile so that it is the right size for a tactical map? Not the brush size, but the tree/prop size... So, if you're working on a tactical map, you can click on the forest tool thing and place a forest tile, but the trees are way too small (like they are sized for strategic view). Can't figure out how to change their scale to be as big as the other trees on tactical m

844 Replies 1,924,264 Views

The Cleric and the Tower of Dominion give a one off fame boost, it is not per turn. The Adventurers guild is per turn, you can see the difference in the description.

1 Replies 6,282 Views

The Cleric and the Tower of Dominion give a one off fame boost, it is not per turn. The Adventurers guild is per turn, you can see the difference in the description.

2 Replies 11,866 Views

[quote who="joeball123" reply="13" id="3483587"] True, but that's an issue of Fast (2) + Impulsive (2) + Aura of Grace (1 to 6) + swords/spears (0 to 4) + non-plate armors (-2 or 0). Fast is just the tip of the iceberg there. [/quote] [quote who="joeball123" reply="13" id="3483587"] For what it's worth, I feel that altering Fast changes the wrong side of the initiative problem. [/quote] Yep I think you make good points. I'd still probably

14 Replies 32,534 Views

[quote who="rossanderson48" reply="62" id="3483843"] not a good mod when one has to delete something core about the game. Sounds good but I ain't deleting nothing ever that is core to the game. I'll wait for Froggy to update the ai. [/quote] That's fair enough and in principle modding entirely from the mod folder is the way to go. But the problem there is that certain things are not possible to mod without touching the core folder. It's complete

81 Replies 298,954 Views

[quote who="joeball123" reply="11" id="3483292"] Personally, I think I'd sooner see it have a drawback like -10 accuracy than have it be cheaper with a lower bonus. [/quote] I tend to agree in principle, I just think it's too easy to stack init bonuses currently. Another option would be to split it into 2 abilities... something like this maybe... Fast (+1 Init), cost 10 Twitchy (+1 Init, -10 Accuracy), cost 5 [quote

14 Replies 32,534 Views