fyi I think you have 2 "Unit_Medium_Wraith_AI" in your AIMisc+.xml file.
GFireflyE
Good Morning Question for the modders out there. Is it possible to remove existing city defenders via modding ...ie without deleting them in the core files? Is it possible to control the number and type being removed? Is it perhaps possible to add a negative number of units in a mod to cancel out the ones in CoreImprovements.xml ?? &n
- My sovereign is almost always a mage. Sometimes I go summoner route and other times I go evoker route. I do find that the summoner really doesn't need much troops production to hold the lines... - I love building defenders though. I tank 'em up....then go out and find the biggest, badest, heavy hitter out there.....and go and solo the beast. I yell "HIT ME" and it does....and I laugh..."hahaha...you call that a hit?!" [e digicons]:grin:[/e] - I'll build an
@tjashen please update my Catapults mod description to LH 1.5. thanks.
Good Morning all! Improved Catapults eMOD has been updated for LH 1.5 !! See OP for details. Let me know if you experience any problems. Happy Gaming.
[quote who="Hellions" reply="13" id="3431947"] Quoting Crastiloowa, reply 12 Whoops, here I am ignoring my own advice from above You're right, sorry GFireflyE for going off-topic but then again it is your fault. [/quote] Not a problem....I'll get back to 1.5 observations soon enough.
[quote who="DsRaider" reply="31" id="3431249"]To remove the unit designs just remove the AIMisc+ and AiMagnar+ files from the mod. I don't think you need to do this however as the designs I have added mostly overwrite really bad existing ones or fill obvious gaps. The main point of this is to force the AI to build tougher units so it's stacks are tougher and not so easy to steam roll. Thus the units they will build will tend to have more traits and upgradeable armor. Also it gives the
[quote who="slim82pk" reply="20" id="3431812"]Just a question by a consumer who bought Fallen Enchantress and FE:Legendary Heroes only recently: How much of the timeline is available to being retconned/changed and how much is set in stone? I just found it very annoying that three of my favourite characters apparently have bad ends (Ceresa, Irane, Procipinee) [/quote] Maybe Brad has been watching too much
Good Morning I'm at it again: Attempting to improve my Catapult's Mod for the LH 1.5 release. Currently I'm tweaking the Stinking Mud tactical in order to 'reduce' units movement through the hit 3x3 zone. I plan to have it resistible in which each turn the unit can attempt to move normally if successfully resists. I've come across some peculiar results which leads me to the side question&nb
[quote who="Hellions" reply="10" id="3431737"] First of all, great job with the thread. I used to be one of its silent readers. and *snip* [/quote] Thanks for dropping by. Let's me know others are reading and I'm not wasting my time... I also appreciate your justification over the Amethyst Golem....you most certainly didn't have to tell me your reasoning. I did find the Amethyst Gol
[quote who="coyote303" reply="12" id="3431668"] It's also fun to summon powerful units that are also expendable, so you can be more aggressive with them. [/quote] However....if those summons stick around for several levels....especially the Air Elemental and the Earth Elemental.....they become very powerful. I tend to also like throwing Cloak of Thornes and Fire Mantle on the summons so that they deal damage on the defense aswell.
[quote who="EvilMaxWar" reply="6" id="3431682"] Quoting Apheirox, reply 5 One of the the best 4Xs ever created - I am not sure I would go there yet, but if they keep polishing it and fix the bugs and few annoyances it should live on and be remembered as a Top tier game I hope. [/quote] Agreed. Polishing seems to be the next step.... Here are some considerations: <a href="https://forums.elementalgame.com/4
I think a summoner army is a really cool way to go about building a mage. Get the familar so that you can double cast all your summons. Work your way up the summon tree. You have yourself a low maintentance EPIC army smashing everything in it's path.
[quote who="Crastiloowa" reply="8" id="3431636"] Quoting GFireflyE, reply 5 LOLZ. Came across the 'Amethyst Automation'. In the strategic map view, his sword is sticking out....quite phallus like...perhaps this is in error? https://www.dropbox.com/s/wiv13aq65qekvpv/Amythist%20Automation.jpg. In addition, in tactical combat, the amethyst automation isn't that large...in comparison to his strategic map view. After fighting the Amethyst Automation, I was a
[quote who="webusver" reply="69" id="3431110"] Quoting GFireflyE, reply 68As I am beginning to suspect, the addition of these unique units makes city defense very strong. Yes, you are right. I uploaded the updated version of the City Defenders mod. [/quote] Gotta ask: What did you do? 1.01 looks very different in execution to 1.00. The biggest change it seems is that you now use the CoreImprovements.xml ....a core file. Is this suppos
Factions resign? I turn my surrender option to 'never' so maybe that's why I've never seen a faction resign...
[quote who="Rotlung" reply="6" id="3431094"] Wow these are really good observations. I hope the devs take a look at it. [/quote] Thanks. So do I...though I've just been writing as I've been playing....a 'first impressions' type of response as I go through the motions. It probably reads better as a journal rather than a critique...
[quote who="Frogboy" reply="12" id="3431078"] Well, in the next Elemental game, the player will start out with the Forge of the Overlord.[/quote] [e digicons]8(|[/e] TEASE!
- So, I'm looking at the Giant Skeleton unit details. Is he suppose to scale right off the screen? All I see is up to his knobby knees. As a MINOR detail, I noticed a spelling mistake in the Giant Skeleton's 'history' section. Right in the first sentence it should read "...except for t his height." (note the t is deleted) - Had 'the Plague' quest and chose to attempt the cure for once. Wow....500 mana to
Are these comments useful to anyone?
Can this OP be....like somehow merged into the game??!??! This was an absolutely FANTASTIC read.
[quote who="StevenAus" reply="14" id="3431058"] It may have been a while back, I'm not sure if I had this issue when I last played this mod.[/quote] I did notice that the tech Siege Weapons offers the 'Catapult' as the unit. This should be the 'Greater Catapult'. I'm working towards the tech now in a game and will check to see if it's just a nomenclature thing or if it's routing to the wrong unit. Update to come.
Update for the Unique Unit's Mod (maybe a new thread should be made??): As I am beginning to suspect, the addition of these unique units makes city defense very strong. - When a city reaches lvl 2, it usually receives +1 City Militia and +1 City Archer. Is it possible to remove one of the +1 City Militia from the level up without needing to modify the core files? - When I am in the City Details screen, I am not receiving any information on the city defend
Next Game - The ancient temple: What does it do? There was some indication that it provides research bonus....but when I look at the research icon at the top, no bonus is applied. I then look at my city that the ancient temple is attached to and find that a 15% research bonus is being applied. Pretty sure this is what the ancient temple is doing. Recommend more description to what the ancient temple provides. Perhaps "Ancient Templ
[quote who="StevenAus" reply="12" id="3430863"] Are regular catapult (ie. Catapults as opposed to Lesser or Greater Catapults) meant to have a melee attack? I tried your mod a while back and regular Catapults were attacking in melee, I'm not sure if this bug is still there or if even regular Catapults are still in the game when your mod is running.[/quote] Regular catapults have been augmented into the Greater Catapults. I'll c