[quote who="Heavenfall" reply="3" id="3370606"]It is no longer possible to have the environment inside a faction's borders be anything but "kingdom" green or "fallen" purple. [/quote] [e digicons]X([/e] I was totally thinking I would take Brad's scorched earth tileset and use that for my next kingdom. That would have been SO awesome. Come on Brad! Don't you want your tileset mod to be used as a background for the greatest empire in the realm of Elemen
GFireflyE
[quote who="Mytheos" reply="2" id="3370623"]You do realize being in a corner is the most strategically advantageous place to be? And being in the middle is the very worst starting spot? Of course if you play on a super easy difficulty and just want to expand and turtle then yeah I suppose middle would be best. But the other Kingdoms on any reasonable level of difficulty will be aggravated by sharing borders and directly competing for resources. <br
I was watching Trojamic's Let's Play the other day, and it struck me as was going over the initial techs to research that Knowledge was NEVER on anyone's shortlist.... That got me thinking that Knowledge needs more purpose. I initially thought that the Study should grant more bonus to research, but quickly turned it down as such a change would probably be too abusive for those pushing for the tech wincon. My next line of thought brought me to
This sounds like modding techs is not going to be easy at all.... I am looking to mod a few techs....but maybe I'll keep my eye here for a bit first...
I'll second this request. I've been asking/hoping for a way for this to happen for quite some time as well. Starting on the edge is extremely boring as you can easily bottleneck yourself off which is really abusive towards the AI. Imo, since the player is the central aspect of the game (why else have the game), then the player should be the central focus of the game as well. I'm completely fine with the idea above: to start the player at the closest starting
[quote who="EstyleS" reply="3" id="3370597"]You might want to use this acid attack... Unit UnlockCombatAbility SpitAcid1 Target enemy takes 1-3 damage a round for 10 rounds. (SpitAcid2 and SpitAcid3
[quote quoting="post"]Hi. I'd like to change a custom faction's terrain type to winter. There was a mod for FE that did this by changing the * value (4 for winter) but LH seems to only recognize 1 (empire/purple) and 2 (kingdom/grassy). Other values seem to leave the terrain unchanged or default back to grass. Any ideas? <
Good Morning I just want to throw this out there and see what others think about this idea: Currently, Wildlands are the same general size (if not, precisely the same size) no matter what the map size is. I think it would be really great to see wildlands take shape dependant upon the initial map size chosen. ie, if you play on a huge map you're going to get 'huge' sized Wildlands and if you play on a small map you'll get 'small' sized Wildlands.</
Staffs....Staves....MAGIC POKERS! Good Morning I'm looking to mod several staffs in the game as I have always found it quite lacking that mages get to use staffs but then end up in the front line because they hold a melee weapon. As such, I figure they should get a ranged weapon, which will put them on the back line....where they are meant to be. Several staffs have already gone this route...Ice Staff...Incineration Staff....but so many other staffs still fal
Good Morning Stardock So, I'm in a game and suddenly a bunch of plauge stalkers comes out of the plaugelands and conquers one of my cities! Yes I said it...CONQUERS! A new faction started up, the 'wildland' faction and my city became their capital. SO AWESOME! Can this be worked on and modified further? Like, the city be a spawning point for more creatures of the wildland type that conquered it? Can the wildlands spread to incorporate the terr
[quote who="Hellions" reply="16" id="3370411"] Maybe this should be addressed by the developers as very low level champs so late in the game are - needless to say - next to useless. Plus reaching such high levels of fame to get a complete rookie is underwhelming. [/quote] But just think, even with the xp split, if a low level hero survives a deadly or epic combat, he's going to level up ... like 6 - 10 times. You'd get to design you champion!
There is/was also a Scions mod for download....saw it another thread. I'm just about to explore the possibilities in a game I'm playing.
[quote who="parrottmath" reply="77" id="3370326"]But you can build a butcher in another city. You cannot build another base in the same city, but you can build one in a different city. But I think I'm good with that since the bonus is small and the time spent on building it shouldn't hamper the AI too much, since the AI would only be able to build the second building if they won the build race the first time. I'm not worried the AI would waste any real time since there is still a
Good Morning. You've been on these forums for quite sometime now. I am currently going through your Let's Play at the moment. I'm going to toss out a bunch of question here and ask your opinion if you don't mind (maybe SD can use the discussion generated to better the game): 1) Karavox is using an Ice Staff in the first sets of espisodes. Do you find that the ranged attack of the Ice Staff is weak or underwhelming? Is it balanced considering the other ranged weap
[quote who="Velihopea" reply="2" id="3370215"]I think that LH has fixed many balance and gameplay issues, but this is one of the remaining that should be looked into. City militias might play an important role at the start of the game, making it hard to instantly overrun the AI factions, but later on they are too easily overrun. -1 or clink doesn't sound too bad a damage for a unit with 50-100 hp. [/quote] Parrotmath's MilitiaArmorMod fixes that. XD<
Good Morning Parrotmath Just noticed something with your wondersbase mod. Whenever I finish building a World Achievement, the predasessing, once per faction, wonderbase becomes available for construction again. [e digicons]:S[/e] Is this working as intended....cause you're kinda building 'two' per faction...whereas one is just completed all the way. I noticed after completing Ereog's Tower...
[quote who="EstyleS" reply="15" id="3370147"]I'm not sure my text graphic made any sense, but basically you would research enchantments, which would allow you to make like Fire Rings and such. And you would research Weapons. And if you had both Enchantments and Weapons researched, you could combine them. Magic versions will cost less metal, but not 0 metal, in general. I feel like in the current game, magic weapons are just way better than non-magic, to the po
[quote who="Wizard1956" reply="1" id="3370149"] I'm wondering if Clark Kent (with glasses) ever makes an appearance? I'm wondering where he will change his clothes. Ever try to get dressed in a cell phone? [/quote] He's so fast, he could just go into orbit and change there. Then all he's got to worry about is NSA spy satilites....though there is less surveillance from those than from tapping into cell calls. XD
I suppose another question that I should be asking before I change Iron too much is the following: Why don't techs along the magic tree (Enchantment, Magical Forging, Arcane Weapons and even Arcrane Armor) have an Iron requirement in addition to their crystal requirement? The Warefare tree techs that mirror weapons/armor have the Iron requirement... example: Axe has 2 metal training cost BUT Burning Axe has none and instead has a 3 Crystal training cost.
[quote who="Glowing_Ember" reply="28" id="3370072"]Parrot you raise an intriguing point, perhaps even suggested an alternative to the tech system you start off with basic tech option available to you. Your fame rises as the game progresses. then fame unlocks a quest, which upon completion unlocks more tech tree options. You can have some choices whether you want tech branch a or tech branch b unlocked, you only get one over the course of the game - perhaps an opportunity later to p
[quote who="Glowing_Ember" reply="24" id="3369948"] if you have to bump up the levels at which you gain heroes to accommodate the extra fame from wonders, then I think you are looing at the wrong stats to improve. If you are saying the wonders don't give you enough benefits, then you are better off looking at the other benefits - you're idea to add an essence slot to the tower is a great idea I love that. edit: all I am really saying is why add more w
[quote who="EstyleS" reply="8" id="3369930"]I'm interested to hear the progress on this, but I have a question: What size maps are you playing? In the games I've played so far (mostly normal size maps), I've gotten a pretty balanced number of Crystal Crags vs. Iron Deposits, and usually am harvesting a lot MORE Crystal than Iron, though mostly due to targetting those spots and upgrading those improvements more heavily. I tend to end up with a lot of excess Metal, but t
[quote who="Glowing_Ember" reply="22" id="3369789"] just to chip in a bit, i'm curious why you want to add so much fame onto the wonders. The only purpose for fame at the moment is to attract heroes, and purchase henchman who act as heroes and are better in many ways). Do you want more than 6 heroes available to the player? because I would argue for less fame attached to these wonders. Every settlement with essence is worth a potential 8 fame, every lair you loot is worth 1, every qu
Thanks for the input guys. So, considering the MinPerPlayer of Iron versus Crystal, they both have a rarity value of 300, but it always seems that there is more iron than crystal. My hypothesis is going to be that more Iron is being added in order to facilitate the minimum number required as per Parrotmath's explination. Does the MinPerPlayer have to be a whole number or would the value of 1.5 work? While my initial plan was to reduce the amount of Iron collected from mine
Probably a good spot to post this: I'm currently looking to change the desciption of the Adventurer's Guild. Here's the improvement: Adventurer's Guild The Adventurer's Guild will provide bonus experience every season to champ