I love the idea of "ceremonial armor/uniform" for commanders / generals, which would not give much to attributes but perhaps improve fame or motivate the troops Another obvious need with this new system is the creation of a number of higher level robes (Emperor Robes, Archmage Robes, Ceremonial Robes etc.) and leather armor (Royal Leather, Ranger Armor, Assassin Armor, Archer Armor, Garotteskin Armor etc.) whose appearance and overall feel - and their abilities - would fit a high
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mqpiffle can you please specify exactly which changes you made in the ElementalDefs file? I have done some changing of my own, and don't want to spend the time to try and compare the 2 in order to see which changes to port over to my file if I can avoid it... Thanks :) Bendiwolf
Any response from Derek and/or Brad on this request?
[quote who="Ekimmak" reply="19" id="3343254"]Everything I'd want to know about a hero is already displayed. Possible spells, what skill tree they're in, and whether they come with a mount or not. [/quote] I agree - it adds to the mystique and atmosphere to only know a few things about a hero...
[quote who="bigduncm24" reply="7" id="3342609"]A notification of non-hostile units in your territory seems like it would be easy to implement, and useful. [/quote] Yes ! At least this !!!
1. Yes, perhaps as an option in the ElementalDefs.xml 2. Yes, also as an option in the ElementalDefs.xml (already exists) 3. Heroes in my opinion should NOT be comparable or "equal" to other units, but different. They are not brute-force army pieces, but global enchanters, quest-completers, surgical-strike units, support and buffing units, mages, summoners, generals etc. As
I remember not so long ago people were complaining that heroes are OTT, overpowered, and that there is no need to build armies since you can steamroll through the whole map with just heroes... There will be no absolutely "balanced" solution to this issue, IMHO. I LOVE the customization and individuality of heroes, but since this is not an RPG but rather a strategy game I also love having to reinforce them with suitable armies and troops, and having them play a more supportive or surgi
Dear Derek, Brad, and the rest of Stardock, I am enjoying the LH beta immensely, and it keeps getting better with every iteration - so first of all I wanted to extend a heartfelt "thank you" and "great job" !!! The current version of the game is almost perfect for me - no crashes, few niggles, and a couple of personal preference issues that I can easily fix through modding. I do, however, have one critical functionality issue that ruins a lot of the gameplay for me, an
[quote quoting="post"] Suggestion about option to limit amount of towns to X, amount of outposts to Y and amount of armies to Z. [/quote] let me also add my COMPLETE disagreement with this idea... if hard difficulty is too hard for you, just play at an easier difficulry (duh)! There are several people in the forum (including myself) who have fair odds of beating the game on hard or even insane, and who love the challenge...
IIRC it is a reward building that you get from completing a certain quest (the one with the musicians...)
If you look at Brad's latest post, he says that this next patch will be the first time he will incorporate specific AI for the LH improvements. I am hoping that taking advantage of the swarm mechanic is a critical change in this new AI...
LH is evolving into an AMAZING game, and an even better platform for future expansions/DLCS/mods However, there are five relatively minor tweaks that I plan to do in order to make gameplay absolutely perfect: 1. Make a new engineer unit with the build outpost and build roads ability 2. Change the essence given by scrying pools and oracles to 2 3. Make Adventurer's guild non-unique and make it give experience every turn to stationed heroes 4. Re-intr
So given the new trait / leveling system for heroes, will we still be able to : a. mod the names and attributes of specific hero traits? b. change their order and / or prerequisites? c. add new traits? d. change/rename the existing specialization paths (commander, assassin, mage, etc)? e. add new specializations / paths? I haven't been able to find an answer, and I sincerely hope that modders will still be able to make their o
I also use the current outpost upgrades quite a lot, especially since I've stopped founding so many cities :) It would be great, though, if the build outposts trait could be applied to another unit (e.g. scouts or engineers) to avoid the pioneer cost...
I also agree that we need to have a more permanent "close borders" state - having to keep looking for enemy AI that has entered my borders and keep telling them to stay out every single turn is extremely frustrating...
Derek, while I appreciate all of your points, and agree with many of them, I still feel that making the cap an XML variable would give the dedicated, mod-prone player an extra choice while not invalidating the balance of the normal game. After all, as someone has already mentioned, modding the XML already provides several ways to break the balance, or to "cheat" over the AI, or to circumvent meaningful choices for the player - see for example the XML defined sovereign customizat
Me too! Please me the cap XML-based so we can lower or raise it at our discretion!
Derek hi, Is there an ETA on this patch or is the whole team pretty much swamped with the LH launch and/or beta fixing? I ask because I still want to play a massive Fallen Enchantress game with several mods I have generated, but would rather play it in 1.4... Best, YS
Yes please use dropbox or nexus or some other d/l method. The site you used is full of viral ads and pop-ups, and requires a mobile phone to download which is a big "don't touch with a 10-foot pole" warning...
Tagging for later use - thanks for the information joeball :)
Tagging for later use - thanks for catching this halmal42 :)
Tagging for later use - thanks for catching this nonal :)
Just so everyone knows, when I went into the coreunits.xml that was in the A_LIB_UnitStat_BG_vZG folder and changed the allegiance tab it worked like a charm, so problem solved :)
Heavenfall I have another question In your A_LIB_UnitStat_BG_vZG you have a folder called "CoreReplacementFiles" which has versions of CoreUnits, CoreWeapons, CoreSpells and CoreArmor This is a problem for me as they override any changes I make to my own Core... files (located in my games directory), and I am having trouble making any changes to your files because they seem to have lost their formatting (no line breaks) which makes it very frustrating to try and change t
So if I make a special race that looks just like the Krax but is kingdom-aligned, this will solve my problem? Heavenfall, can you provide guidance about the easiest / quickest way to learn how to make a special race? I have some modding experience (units, items etc.) but have never created a race from scratch...