[quote who="Borg999" reply="4" id="3442552"]Ok, I'll give it a try. I'm sure it's a great mod. But I was thinking of a "crowd source" type effort. Just think of the potential variety and quantity of items if all the active LH users contributed a few ideas each. And with 1.6 and a new DLC around the corner, there is bound to be a renewed interest in the game. [/quote] I would be hesitant to install a crowd-sourced lootpack mod. I think it would be
GFireflyE
Have you played with Hellions Blackmarket mod? Imo, excellent lootpack mod. Unique items. Fun items. Realistic items (aka no lolipops).
[quote who="parrottmath" reply="14" id="3442323"] Edit: Also, looking for the building rotation fix. Don't like deleteing and rebuilding my dock just to make it look right... my OCD refuses it to look wrong. [/quote] lolz! I've blown up entire cities because I couldn't get that dock to look right. Request: Considering how the hills/mountains flatten when you build/expand your city on an adjacent tile, is it possible to reduce this e
I wish that, for the first 100 turns, all AI are defaulted to expansionists....then upon turn 101, each faction goes their own way and has their trait replaced with something else....at preset or at random.
[quote who="UnleashedElf" reply="34" id="3442466"]Another option is to give the Dead a massive buff to their mana so that they are not always mana bottlenecked? [/quote] They could have another line of buildings that are unique to their faction that provides mana at easier rates....
My first thought is that you are running a mod or have accidently made a copy of your CoreSpells.xml. Perhaps you have a copy in your mods dir aswell as the game path? If so, many effects will be doubled...
I didn't see this bug until 1.5 Somehow it slipped in... Just like how the building placement rotation has been disabled. Worked in 1.4. Doesn't work in 1.5. (I find that I can't play the game until this is fixed....drives me nuts that my cities don't line up right) (also drives me nuts that hills/mountains flatten when you build on adjacent tiles...but that's another matter) Some of the others have found out that in some cases, the code is se
[quote who="abob101" reply="45" id="3442502"] Quoting NorsemanViking, reply 44 I agree to all, but I'm not among those complaining spells are not powerfull enough. I fear great balance issues in magic contra weaponry contra hitpoints, economy etc etc ant you name it. To me it gets less interesting if it turns out to be all about the magic. I agree. I actually think LH has a pretty good balance in terms of how powerful the magic currently
[quote who="chuck1es" reply="38" id="3442441"] Yeah, I gots friends that prefer smaller maps for a variety o' reasons. Some just 'cause that's what they got time for. I keep tellin' 'em to ditch their spouses... [/quote] my spouse will kill me if I ditched her... [e digicons]x_x[/e]
[quote who="chuck1es" reply="36" id="3442434"] I really, really REALLY enjoy playing the largest maps available, with research and build times, etc., set to their slowest with most everything else regarding the map randomized.[/quote] Without meaning to marginalize your comment, (just giving a different point of view), I've really enjoyed the smaller maps.....tiny is too tiny though. Being all squished together....with only 2-4 cities to depend on, you are
Onedrive sounds so lonely. Doesn't get enough cloud attention. :p
imo, this mod should just be merged into the game. It's awesome and I cannot play without. ;)
Yithral and Gilden tend towards the top. I've taken to enjoy having them in every game so that I can have some AI challenge... Relias, Kraxis, Capitar, and Tarth follow behind, able to put a decent fight until midgame. The rest seem to be too dependant on unique aspects of their faction, without any coding on how to properly use those unique aspects.
I kinda wish that Birth of Summer and Bloom of Twilight spells should be improved a little. Perhaps, give each tile within it's cast range a %change to increase one of it's x/y/z amounts a bit.....thus increasing the change that overall tile values will result in land that can be settled. I find that, too often, these spells are cast with dismal effect....a waste of mana. Then have the AI programed to actually consider the casting of the spell.
Is this connected to the trend whereas certain loot tends to drop in clumps? Some games I get 4-5 bracers in a row....other games I get assassin gear out the yingyang.....etc etc. ??
First off, WOOT! Can't wait! Secondly: [quote quoting="post"] *** UNRELEASED *** + Iron Ore is slightly less common [/quote] Will the AI value the dimplomatic weight of Iron more by this change? It sucks putting 1000 metal on the trade table and have it worth nothing... Lastly, I'll be glued to this thread till release. [e digicons]:omg:[/e]
[quote who="Glazunov1" reply="10" id="3441636"] Quoting GFireflyE, reply 9 Quoting Glazunov1, reply 8 Should be an easy mod fix, surely? Yes, easy to mod. But many don't mod....and shouldn't the game be the best for many? That implies "the best" is something a majority agree on. You and I feel the SoM is too easily achieved at the moment, but others may not think tha
Much of what I am going to post has already been said....another straw to the straw house perhaps. ;) - Love leveling up my heroes; exploring the world and finding quests....the more unique the better. - Love tactical combats; being able to manuver my units around and get special attacks. Gives me that D&D feel. - Love detailing my city designs; being able to uniquely position each building to give my city maximum awesomeness. - LOVE Cutscenes. I cannot str
[quote who="Glazunov1" reply="8" id="3441397"] Should be an easy mod fix, surely?[/quote] Yes, easy to mod. But many don't mod....and shouldn't the game be the best for many?
[quote who="abob101" reply="125" id="3441418"] What would be really really awesome would be a LH 2.0 64 bit version that can make use of extra RAM. [/quote] nooo!! don't make me need to upgrade again.... :p
any worthy 1.6 opportunities here?
[quote who="Glazunov1" reply="3" id="3441399"] Quoting UnleashedElf, reply 2 Building rotation and building placement have been buggy for quite some time now. And there seems to be some talk from Frogboy of eliminating it altogether, to allow for fancier graphics. Might as well give up something that doesn't often work right, for something that looks better. Either that, or fix it fully.[/quote] I think Frogboy was referring to the rotating
Has anyone played with this mod in depth? I'm looking for balance recommendations such that the unique defenders work well with the base version of the game. Thanks.
Currently, as I understand how city militia work, there is a double standard being presented. - Player's city militia will only defend the first attack of a given turn. Subsequent attacks in the same turn will not have city militia present. - AI's city militia will defend every attack in every turn and will be at 100% force and health each combat, even if you've killed off or damaged some units in a previous attack on the same turn. I&#
[quote who="Frogboy" reply="28" id="3441103"] One upcoming change is that minster lairs are getting their own Zoc. You will need to take them out before you can build near them.[/quote] Woot! Wildland lairs too? ;) I think you know where I'm going with this...