[quote who="sjaminei" reply="5" id="3385807"] It would help if you added a download link without tons of gibberish before it.... [/quote] Sorry for that. It's my first time uploading a mod :) Thank you for your suggestion friend
yarmyarch
[quote who="harpo99999" reply="6" id="3385849"] it would be a LOT easier for non-korians(assumed it to korian as it is one of the asian pictographic languages) to be able to download the mod if the hosting site supported english/other languages, and I basically had to click in each thing/label that indicated it might be a link till the download started very frustrating to find the download harpo [/quote] Oh thank you fo
[quote who="tjashen" reply="3" id="3385787"] This list: Regularly Updated List of all currently available Elemental: Legendary Heroes Mods in the LH Mods Forum[/quote] Oh thank you. [e digicons]XD[/e]
[quote who="tjashen" reply="1" id="3385751"] Added to the mods list. [/quote] Oh what's it?
Download here: http://www.yarmyarch.com/resource/expand/The Dancing World V1.1(For LH V1.2).rar Felt boring? Slashed the whole world with a dragon? No enemies stands by your lv20 champion? Now it's over, within The Dancing World. It's a mod designed for ins
[quote who="parrottmath" reply="261" id="3383241"] Change DefendableDamage to CurHealth with the edit to </Express
[quote who="sjaminei" reply="257" id="3383233"] Maybe try making two different Gamemodifier "parts", each with one damage thingie. When I tried similar stuff with resources I had to make two different tags, I couldn't do both in one. (if I understand you right, that you want first attack damage, then bleed damage on top of that based on attack damage)[/quote] Oh I'm just using it for the bleed damage alone, not "normal damage plus bleed damage" :)
[quote who="parrottmath" reply="258" id="3383234"] What is UnitStat_BonusBleed_L I'm assuming that you added this Unit Stat to your game. Since the unit stat attached to bleed is UnitStat_BonusBleed. Also, you have combined the two effects of the bleed ability into 1 part. You probably should use curhealth with the per turn instead of defendable damage, did you intend for bleed to add your attack damage per turn? So, if I have an attack of 20, the bleed wo
I was workng on some skill changes, however I'm wondering why this isn't working: [code="xml"] Bleed Attack that counts 25% or more of your attack as damage per action to the victim. Attack that does %d damage per action to the victim.&l
[quote who="Heavenfall" reply="12" id="3375840"] Blood_Monster[/quote] Yes great idea, that's what I'm think about at the far start, see #3 :) The problem is, there is no meature that could get that defiend boost gain by their levels, like this as I've supposed: </
[quote who="tjashen" reply="8" id="3375580"] My thoughts on this, that just jumped to mind reading your suggestion. Trying to use a CDATA call outside a Spelldef can be a problem, from what I've seen. Direct multipliers i.e. percentage bonuses to a stat directly) are obviously possible, though. So you may need to put this in a Spelldef instead of AbilityBonus, with a tag in AbilityBonus for Monstrous or whatever you want to call the ability that calls out the spelld
It's hard to tell how disappointed it is when I trained a hero with all my effort who has a 200+ dodge, but spiked by a milita of tarth, who has a accuracy about 1000+, at the turn number of 300. Would it be hard for the programmer or the designer, calculate the hit rate like this: accuracy / (accuracy + dodge) instead of the stupid accuracy - dodge? Regarding to the acccuraccy, it's really rediculious that a j
[quote who="parrottmath" reply="6" id="3375428"] The only way I can conceive of doing this is by creating a unit stat that increases every turn and use that unit stat to determine what turn it is... not sure if it would work, but it is the only thing that I can think of at the moment. Other than that idea, I wouldn't know.[/quote] Well that's really good idea. You know I was trying to avoid modifying the whole monsters, but adding an abili
[quote who="parrottmath" reply="4" id="3374960"] You might want to model your bonus after this ability Monstrous <Des
[quote who="Heavenfall" reply="3" id="3375345"] Can't think of a way to do that.[/quote] [e digicons]:([/e] Thank you man... However I may want ask some other thing Is there any chancce that I can get the current turn number like that: ?
[quote who="Heavenfall" reply="1" id="3375339"] Hmm... unlocking a new abiliy based on a unitstat is easy, so the first order of business would be to get them the unitstat. When you have an outpost it can give unitstats to units inside its area. I would start at looking at how outposts give that bonus to friendlies in the area. Once you can replicate that, you can set up a spell that requires the new unitstat.[/quote] Thank you for your answer, but all
Is there any possibility that I can get current turn number like this, or something like that?
I would like to add some extra "action" to city or units. How is that possible? For example I've got an unit U-A who is week. I'm told units trained in one of my fortress F-B will get a +5 HP, and I want U-A get that bonus so I may want a "retrain" in U-A's action when it is in the control area of F-B. Would that be possible? Or if there is no new actions could be added, could my unit be shown in the city's train list so it can be
[quote who="parrottmath" reply="1" id="3374949"] Certainly gaining levels will increase a lot of these things. If you want to spend a lot of time you can go through all the xml files and update every monsters attack and defense to be higher than they are currently. You could play with the CoreUnitStat.xml files and give yourself blood penalties that will effectively raise everyone else attack and defense while keeping yours the same as the original. I do not know of a good wa
[quote who="parrottmath" reply="1" id="3374949"] Certainly gaining levels will increase a lot of these things. If you want to spend a lot of time you can go through all the xml files and update every monsters attack and defense to be higher than they are currently. You could play with the CoreUnitStat.xml files and give yourself blood penalties that will effectively raise everyone else attack and defense while keeping yours the same as the original. I do not know of a good wa
I would like to add some extra "action" to city or units. How is that possible? For example I've got an unit U-A who is week. I'm told units trained in one of my fortress F-B will get a +5 HP, and I want U-A get that bonus so I may want a "retrain" in U-A's action when it is in the control area of F-B. Would that be possible? Or if there is no new actions could be added, could my unit be shown in the city's train list so it can be
Hey guys, I felt boring when each time I wanted playing an epic game but found nothing else through all over the world except for other AI with 1,000 or more attach/defence. Those "deadly" monsters are so so weak at that time... So I wonder if there exist any chanc that I can change this. I found this in the random event "eclipse": Player AllUnitsGainLevel
Hey guys, I felt boring when each time I wanted playing an epic game but found nothing else through all over the world except for other AI with 1,000 or more attach/defence. Those "deadly" monsters are so so weak at that time... So I wonder if there exist any chanc that I can change this. I found this in the random event "eclipse": Player AllUnitsGainLevel</Attribute&g
[quote who="Heavenfall" reply="21" id="3293556"]Ah... I had an old version of winrar. I updated and now I see it. Thanks![/quote] Acturally it was not the zipped version of those xml files. Let me know if you find any solution that may make those fixed files take effect in new saved games please, I really want to know. I may reply you if I've got any progress, Thank you.
[quote who="Heavenfall" reply="19" id="3293545"]Yeah I have the same screen, all options say nothing should be hidden. Did you use winrar to extract?[/quote] Yes winrar. I've no idea on it then... Good luck to you.