GFireflyE

GFireflyE

Joined Member # 4452479
140 Posts 2,588 Replies 1,369 Reputation

Good Morning You're probably aware of this 'bug' already, but I'll mention it none-the-less. If you select a unit to traval a far distance and set autoturns to 1, then you can continue to load your autosave each turn and each time your unit will take a free move towards it's lofty goal. Thus, you can get anywhere you want on the map for free technically....free from harm as well because even if you are attacked, the loading of the autosave undoes

2 Replies 4,210 Views

Good Morning This is probably too deep within the code to mod as well, but I'm going to throw it out there cause it drives me nuts: When building near hills and mountains, but especially mountains, the landscape beside the structure being built flattens to accomodate the building. Is it possible to force the landscape NOT to flatten? I can see an arguement being made for the hills that buildings would then be built 'within' and would look really crapp

191 Replies 533,555 Views

[quote who="Heavenfall" reply="3" id="3368170"]I can't even imagine how much easier it would be to properly equip champions for the AI if this was available. Sounds like a win-win. [/quote] Especially since at the moment heroes seem to be at a disadvantage relative to their unit counterparts. Being able to teleport items (even if paying to do so) would definately help bolster up hero competitiveness.

11 Replies 14,884 Views

Just want to throw this out there. Thank you very much for adding back the Ground Cover. Even if it's not as much as before, I just crank it up a bit more and get a FULL and LUSH world to explore in....and doesn't impact my computer's performance much at all! (I run 32-bit xp machine) [e digicons]:thumbsup:[/e]

0 Replies 2,689 Views

Good Morning So, I'm getting increasingly frustrated with the start locations I'm being tossed in when attempting to start a random map game. Often, my sovereign is positioned on the edge of the map, so my faction is nicely bottled up so that I have only one way for my empire to grow. It's BORING. When I start a game, I want to start in the middle of the map so that I have potential enemies and definate adventure all around me. I had originally hoped

0 Replies 7,641 Views

[quote who="parrottmath" reply="3" id="3367048"]Your unrest rates are not that far from the actual ingame unrest rates I Wonder how different yours would play, since you are nearly forcing the player to play at a higher unrest level, for money. [/quote] Ah....you see what I did there. Excellant. Yes, I know my rates are not much different than the games, but I find the curve to be a great deal smoother in terms of risk vs reward. (ie unrest vs tax). In

4 Replies 8,277 Views

Thank you very much. FYI: Here is what I have changed my tax system to: DisplayName DisplayName Free Spirited</DisplayNa

4 Replies 8,277 Views

Good Morning Currently in LH the default/starting taxrate when you enter into the game is set to 'Low'. Is there a way of changing this such that when you enter a game, the tax rate is set to 'Normal' ?

4 Replies 8,277 Views

[quote who="Heavenfall" reply="3" id="3366934"]Pretty much yes. The tooltip you see in-game is what you have in the modifier in the tag. [/quote] Excellant. Thanks!

4 Replies 8,287 Views

I've been overwriting at the moment because I wasn't sure. Thanks for verifying. Current balance changes that I've done are as follows: - Increased Propaganda from +1gildar/essence back to its orginal +2gildar/essence -- my taxratedef mod makes the unrest penalties just a smidge higher, resulting the in the requirement of a tad more gold - Reduced the Soulspark casting cost from 16 mana to 10 mana -- at 16, the ability was useless. at 10, I'm

4 Replies 8,287 Views

Good Morning When modding core files like corespells.xml, do you place the revamped file in the /mods/ directory? In other words, will LH first look in the mods directory for upgraded core files, or do I have to edit the existing files in the data/english directory? Thanks

4 Replies 8,287 Views

[quote who="Ronin313" reply="12" id="3366740"]HELL YEAH! You saw my Druid Hero spam! At least someone noticed it. A Druid hero would rock! [/quote] Although, imo, if a Druid hero were to be made the 'beastlord' may be the direction it should go. Combine Beastlord with the ability to summon natural creatures, lions, tigers, and bears...oh my. Also, I think it would be cool to receive a Collar when to choose Druid..

69 Replies 299,478 Views

[quote who="Hellions" reply="10" id="3366512"] Thanks for trying it out. I'll have to squeeze some unofficial Druid in some future update. [/quote] [e digicons]:D[/e] If you refer to a sixth hero path type, then I very eagerly await your attempt.

69 Replies 299,478 Views

Interesting suggestion, but the tile in which he entered your land from may be occupied by another unit....yours, monsters, or otherwise. Also, you boarders may have expanded or shrunk since, which would change the right of distance the unit should be required to travel. Not saying the idea is bad....just that more has to be thought out...

5 Replies 7,737 Views

[quote who="parrottmath" reply="17" id="3366166"] I tend to design my stuff around the feeling of a vanilla experience. Namely you don't know that you're using a mod since it seems like it is part of the game in the first place. Others you can feel the modded experience, see CoS, plays like FE: LH, but it is in another sense a completely different experience than the original game. I like to add subtle enhancements vs. major changes. (In fact, I play with no mod

18 Replies 12,741 Views

One more idea: While LH has introduced the concept of heroes approaching you when enough Fame is acquired, part of me wishes the occasional hero can still be found hanging around for hire as a mercenary. Is it possible to mod such that both are available....that you get heroes with Fame acquisition AND that you can purchase heroes found out in the field?

191 Replies 533,555 Views

[quote who="Dhuran" reply="6" id="3366153"] I should, at some point, add Life magic branch spells to it using their analog for the necromancy tree to unlock anti-necromancy themed spells for Kingdoms. I just have to look over their tree and come up with some ideas (I literally never play as Kingdom factions, myself). That way having the Necromantic compendium would allow Empire factions to cast better necromancy, and Kingdom factions to better counter necromancy. <

175 Replies 576,394 Views

[quote who="parrottmath" reply="17" id="3366159"] Quoting tmonberg, reply 14 I have a suggestion for a mod: a Kingdom counterpart to the Cyndrum Demon. I am thinking a "life enforcing" spellcaster type elemental/demon. Spells that boost your other troops in the group, as it is from a life shard. I've got an idea in the works for this already... so expect to see it soon.[/quote] lolz....missed these posts...but I just posted somet

191 Replies 533,555 Views

Here's another suggestion then: I am currently playing a Kingdom with the Binding faction. Thing is, you get nothing from life shards. Would you be willing to make a mod that outlines a creature from the life shard? Perhaps something along these lines: Younger Wisp - has low hp - can cast heal at mana cost 1/10 turns - can cast soulspark for 0 mana 1/5 turns - has weak melee attack Wisp - has low-med hp</

191 Replies 533,555 Views

The annoying aspect I find about caravans is that they have only a very limited use within the game. Imo, either have caravans more dynamic and more involved, or don't have them at all.

14 Replies 17,203 Views

[quote who="parrottmath" reply="15" id="3366142"] Quoting GFireflyE, reply 14 Quoting parrottmath, reply 13 They already have one outside the mods directory ?? They do? Am I missing something cause I see no subfolder dedicated to quests... This is what mine looks like. See right under items there is quests[/quote] Ah, yes I see what you are talking about. Mine is the same, and coincides with a questio

18 Replies 12,741 Views

I have not yet come across it yet in LH, but I don't think SD has fixed it since FE. As an extension to your armored militia mod, is it possible to add something to the city defenders that will track their HP and existence (alive or dead) throughout the coarse of a turn? Currently (again, if SD hasn't address this yet), if the player attacks an AI city twice within the same turn, the second attack has all the city defenders fully restored in healt

191 Replies 533,555 Views

[quote who="parrottmath" reply="13" id="3366128"] They already have one outside the mods directory [/quote] ?? They do? Am I missing something cause I see no subfolder dedicated to quests...

18 Replies 12,741 Views