Frigidian: 1. Nope. Assuming you're referring to doing basic editing of .xml files, you can use anything that reads basic text docs. I use good ol' notepad (for simplicity sake). 2. Yes, you can edit everything you mentioned. Some parts are far simpler and easier to edit than others. Editing and creating new items is probably the easiest in my experience. If you have experience with Photoshop, making custom skins isn't tough. A n
Victor5
[quote who="brich1212" reply="53" id="3371008"]I wish there was a list of all xml Actions even if they werent assigned to every modtype / object just to have a reference of what can be used lol. [/quote] Agreed! This is more or less what I was referring to in my previous question in the thread. Because aside from reverse engineering what I already see being used in mods and other xml used by the game, I have a very hard time actually *knowing* what most code is suppos
The OP's beliefs are pretty much on-point. As an American, I can confirm that the school system is doing a real doozy on our youth lately. I won't get into specifics (because I see it first hand and will begin ranting about this topic endlessly), but the entire concept of failing is indeed a thing of the past, on all fronts. Losing in spor
Seems like you stumbled upon a very ideal setup for your assassin, Kangon. I just don't typically find that's the case. One thing about LH I've noticed (in my experience) is if you get lucky with great loot early on, you're smart enough in battle utilizing skills, don't get involved in unnecessary battles where you're highly out-classed, and make wise decisions while leveling up traits, *ANY* sov can solo most battles, regardless of their class/path. 
Agreed; sounds like some nice, fairly balanced additions that certainly make the class more interesting. Assassins however, I'd LOVE to see made more interesting and most of all, buffed with some enticing new traits. So, improvements to the Assassin tree I'm looking forward to seeing more than anything. And I'll echo Adaban's question about compatibility with those two wonderful mods. I'd assume there probably will be some
Is this still compatible with Children of Storm 1.1b?
YES. This is *exactly* what I was looking for. Thank you very much.
Yeah, this is for a champion. Guess I should've specified that first.
I'm trying to make a unit champion that starts the game equipped with a Dual Axe. But I'm looking for the definition needed for the item. The part that goes in: *here* And I tried putting in "Dual Axe" or "Dual_Axe"; this does no
(really wish this forum allowed deleting your own posts)
^ LOL. Thank you, that picture made my morning.
Can somebody kindly tell me the needed xml code for a unit to use a 'Dual Axe'? In the AutoCreateEquipment field. Can't figure it out for the life of me. Or even better yet, is there a smarter way to find code needed for adding any other existing items and spells etc to units? I'm sure I'm overlooking something obvious here.
[quote who="davrovana" reply="29" id="3369178"]Microsoft is going to make truckloads of money on the XboxOne by ignoring a significant amount of customer feedback.[/quote] And they'd make truckloads more if they *didn't* ignore a significant amount of potential customers. This statement completely goes against the point you're trying to make. And it makes me cringe when I hear somebody saying "companies are more successful when t
I get why it's not damaging the banshee, but yeah -- a weapon with a name such as "Blessed Hammer" should at least inflict some damage, if not be very effective against one. "Blessed Damage" would indeed be a great feature.
[quote]Make warrior the only class that can change weapon on battle. With the ability to change weapons on the battlefield, they can change the weapon which gives them the best advantage for certain conditions on the battlefield.[/quote] This is the best idea I take from this thread so far. I LOVE this idea. To expand this further, give warriors one or two secondary weapon slots in their equipment options just for quick switching in battle.
(feel free to delete this -- I would myself if I could)
Some great thoughts here -- I agree with just about all points made so far. My main gripe with this game's music: Either all, or at least some of the music in LH can't be edited/replaced anymore. Back in the days of Elemental: WoM, I could freely change the main theme to any song I wished. Now (perhaps due to the "layering" effects), this sadly isn't allowed any longer. As already mentioned, some of these songs really get ann
Now *that's* exactly what I was looking for: to-the-point concrete info! Thanks, Steven.
I agree with this 100%. Keeping with the original suggestion, please tell me what you think of this idea: Instead of an 'item' that allows trading long distances, how about a city building that allows this? Call it a "Shrine of Teleportation" or something along those lines. This building could be made available via an advanced/high-level unlock (for sake of balance) on the 'Magic' side of the tech tree. Once resea
No complaints here. Frankly, I'd be perfectly happy with *no* scenarios. The sandbox is where I'm spending (literally) all of my time. And I don't fault Stardock one bit for counting on that. Play to your strengths.
Assassins seem to be the only class who are noticeably underpowered in my experience. I usually regret choosing that path whenever I do -- would love to see them made more interesting and/or desirable.
So, what I'm getting from this is: Simply hitting the "pass" button to end your turn automatically sends *any* unit into "defense mode"? Or is this only for units that have specific defensive bonuses? Either way, they probably should be more clear about this.
Any idea how compatible this is with the Heroic Pursuits Mod? I'm using both currently and things "seem" great, but it's probably safe to assume some traits are being replaced between the two mods. But I won't ask you to comb through everything if you have no intention of making this compatible with other mods. Either way, I'm really enjoying the new traits/abilities you've added (from those I've tried). With the new necromancy elements add
I just noticed in the Gnome's 'Rude' faction trait it still says "all income of Influence is reduced by 50%". Not sure how much this affects gameplay, but regardless I assume you'd want to be rid of all instances regarding influence.
Yeah, it's up officially now (for me at least) regardless of the beta. This is what REALLY bothers me about Steam. When it comes to updates, it's sneaky, glitchy, and utterly hopeless. I made a point of telling it *not* to do automatic updates on LH since the beginning. And what does it do today? It tries to force down my throat "automatically update" the 1.1 patch the moment I tried to open LH. Fu