[quote who="Phillybear" reply="2" id="3409306"] Current code: Code: xml 1 [/quote] Its not . Note the n: ShowN
random_thoughts_7
Unit not
Barred terrain for wells are river and swamp.
[quote who="parrottmath" reply="359" id="3392378"] Although I never tried this method, there are level milestones defined in the file. You may be able to use that aspect to give an automatic bonus at a particular level. Set the movement stat to increase at level 5. Let me know if that method works.[/quote] I've always presumed that the level milestones are for monsters and enemy players - so a level 10 bear would be created with the level 10 milestone sta
[quote who="parrottmath" reply="357" id="3392359"] I think you correct about the calculate tags. I haven't seen the calculate work outside of spells or the You could try surrounding your calculate stuff and see if it works out for you, but I wouldn't expect it would work.[/quote] Improvements can use them, but yeah I checked the Ability file and there aren't any. But seeing you want an ability for a ch
[quote who="vito74mm" reply="2" id="3392104"] I use the translator google: ( Great job! Unfortunately for me, almost all xml files are not loaded: ( only those of quests replace the rest of the data [. ] On [,] example, [0.5] to [0.5] is has loaded, but still was not active file in the editor: ([/quote] I'm sorry I cannot understand you. If you have a file that did not load, then could you post it here and I will look at it and see what the problem i
[quote who="Ockhams razor" reply="351" id="3391165"] I am trying to create an Ability that is 15% Unrest - 5% Unrest per Essence. The 15% is easy, but have been unable to do the 5% Unrest per Essence, unless I tie it to a new building, or city spell. I do the 15% on the ability with Code: xml Player AbilityBonus A_Add
[quote who="StevenAus" reply="352" id="3392150"] Is there any way to have a trait a champion starts with that doesn't actually apply until a certain level? I've tried a number of things and am not sure if its possible. For example, I can have , and of a certain UnitStat_Level, but the bonuses (in this case I tried to boost UnitStat_Moves) all apply no matter what level the champion is. So, is it poss
I have been creating an editor for Legendary Heroes (Windows 7/8). I have put information about it, including installation instructions at http://www.strategygameeditor.com It allows the editing/creation of quests, improvements and techs at the moment. Hopefully I will add a few more things. It needs testing, so any help is welcome! Also any suggestions for a name for it? I'm useless at naming things.
Explanation and discussion. The Quester is a dramatically different way of playing the game. I was inspired by the recent mention of the old game "Lords of Midnight" where victory could be achieved in two different ways - by armies or by adventure/quest. This playing method definitely has parellels to old adventures, where you had to find the right item to solve a particular puzzle, although I could see there being other ways of playing - fighting the monsters o
The Quester: Lady Irane of Tarth "Betrayer!" screamed Lady Irane at the massed ranks of the enemy before her. "Submit now," replied a pleasant-sounding voice, "or suffer the consequences." "Never!" returned lady Irane, silently motioning her comrades to move closer, then she uttered her spell: "Iave Tuve Go" and the world changed to black. "Welcome back Lady Irane" a kind but slightly pompous voice greeted her as colour and the w
Having played Legendary Heroes for a while, I have come to the conclusion that while there is a lot of great features and interesting possibilities, the actual implementation has not yet shown its true potential. There is no great diversity in the way to play the game. It's build lots of cities, build lots of powerful units, grab as many resources as possible and smash everyone else. Once you have got more powerful than everyone else, then you have won - there's no endgame where it mi
Sorry about the delay - I've been away from my computer since Monday. I've just checked and I have a NVIDIA GeForce GT 220. Not that I know much about graphics cards.
[quote who="parrottmath" reply="133" id="3383617"] Steam will automatically opt you out when the beta is done. But by the time the beta is done the AI will most likely be fixed.[/quote] I automatically received the 1.3 beta. I presume that was because I opted into the 1.2 beta.
No it's not the quest DLC. I do not have the quest DLC and I have the same problems.
http://www.rockpapershotgun.com/2013/07/21/atari-auction-implies-new-chris-taylors-total-annihilation/ [...] Wargaming also picked up Masters Of Orion, while Rebellion got Battlezone (I predict a speculative nostalgia Kickstarter there) and Stardock got the Star Control IP .
CorePlayerAbilities.xml lines 557-561 A_UnitStat_HitPoints "> Unit Hit Point Bonus Provides a bonus to the hit points of all units. Kingdom_Crest_02.png &n
In CoreAbilities.xml, line 9419 we have City TrainingBonus_ApplyAbilityBonus &n
[quote who="parrottmath" reply="1" id="3377349"] That is not a misspelling of the stamp, the name is Valcano. (So not an error) The only typo possibly is the failed capitalization of the valcano in the spelldef, but I haven't noticed too much of on issue with capitalization.[/quote] Good. Actually the first issue [duplicate 'UnitStat_TacticalHealthRegen' names] was the main issue. I had just noticed the other points, so I thought why not inclu
These are a couple of very minor issues in the XML that may be a problem, so I thought I would flag them up. CoreUnitStats.xml : there are 2 elements with InternalName="UnitStat_TacticalHealthRegen" (lines 707, 769). CoreMonsterUnitTypes.xml: There are many lines with . I presumed that was supposed to be a boolean value, so shouldn't it have a 0 or 1? CoreSpells.xml : the Curgen's Volcano spell ha
Dodge is the antidote to maul. Monsters should have more dodge ability.
There's a weapon that gives -100%XP: perhaps you are using it?
In CoreResources.xml there are a couple of lines that are repeated (the HideInHiergamenon element). Lines 584/587 Protect From Spells ProtectFromSpells
[quote who="Altaric" reply="11" id="3362522"] if you rarely get a city past level 2 (which I don't know how, because it's so easy to get them to level 5) , why would you want to raise the city level to 10? [/quote] Say the current city levels are (they've been changed but I'm too lazy to find what they are now): Lv 2: 50 population Lv 3: 200 population Lv 4: 400 population Lv 5: 800 population
I found this in CoreAbilities.xml - you might try messing around with the 100 200 means -30% to accuracy [or -7.5%]? Unit_Design &nb