Is there a way to set an Improvement as a training condition for a unit? I'm creating something called a Mercenary Guild that allow you to build 3 champion units that nevertheless don't require the Henchmen tech and is obtainable by a Professional Soldiers tech long before then, but I'd like to set a building as a training condition, not (necessarily) a tech, per se.
anc43
I should think it would be best to not delete original code, but using a mod to override it while the mod is present would make sense. I am having trouble with creating a new tech tree btw, trying to change the Amarian tech tree by copying the Amarian tree to the mod directory and renaming the internal names just causes the whole tech tree to freak out with copies of each tecfh item in each unlocked tech.
So I wasn't hallucinating or not paying attention. How very annoying. What the point of having militia in higher difficulty levels, since you get slammed by the AI repeatedly on the same city. I would think a better system would be to have the player able to create units, but designate them as city defenders. They can never leave the city, but don't cost gildar to maintain, and you can get better units as defenders rather than being stuck with the same militia units and bowmen the who
Yes, I've seen that with a mod with a resource he called Arclite (I think). It would be interesting to make a Wood resource and require a certain amount for each bow and staff type weapon you use on a unit.
Thank you for all those who responded to my requests for information, and working hard on my Mod and hope to put it into DropBox soon.
Thank you for all those who responded to my requests for information, and working hard on my Mod and hope to put it into DropBox soon.
I may just be obtuse, but what does this interesting parameter "MagicResistNONEXIST" mean?
But depth is expected in a 4x strategy game surely? Isn't the point of these games to make you strategize and think out what you are doing? After all, if one wanted entertainment where one didn't have to think too much, you could play a FPS.
I may be obtuse, but can't you simply do that manually by selecting which factions you want? Not as elegant, I know, but it gets the job done.
Congratulations on being married. I hope you and the wife have many, many long years of bliss together.
Have a few questions about Town Militias. Specifically, should they be appearing more than once in the same turn to defend a town? Sometimes they don't, which would seem rather odd. Also, does the militia replace slain members, or are they permanently lost? If they don't, perhaps something could be implemented where when a militia unit is killed, population is deducted to replace them.
I have s similar idea with the Quest Map item, I was just examining the item info now. Just not sure what command would activate a specific quest, rather than simply start a random one. Any help anyone could provide, I would be only TOO grateful.
How does one cause an Item to spawn a quest? Do you have to have the player actively Use the quest generating item, and what parameters are required? Or is there a parameter in quests themselves, random or otherwise, that checks for an item as a prerequisite before the quest will spawn,?
NB: I apologize for the duplicate post. For some reason, the Edit I made to my previous post created an entirely new post, rather than just altering my previous one. "Curiouser and curiouser," as the Mad Hatter would say. There seems to be some confusion in how LH handles race. Race should presumably refer to, for example, Men, rather than Altar, which is a political Faction, rather than the actual race extraction. The same goes for Mancers, that appears
[quote quoting="post"] I'm working on a new high-powered Arthurian faction called Avalon with a powerful custom sovereign, champion and custom items specially created for this faction leaders. This faction is intended for play at higher difficulty levels to make it more possible to win without having to nerf the computer or cheat. I have a question...how does one set certain quests to only appear for a certain faction, hero, or only for the human player, rather than the AI fac
Rather a pity really, in that it would make sense for certain creatures to be immune or highly resistant to spells base on the Death school. Is it possible, then, to create entirely new damage types, such as Holy, Unholy, Profane, Negative, Positive, that affect different creature/race types differently? Or are you pretty much locked in to the predetermined damage types such as cold, fire, piercing etc?
[quote who="Primal_Savage" reply="1" id="3440956"] I don't have much experience w/ quests, but I would look into that tag. 0 [/quote] Most clever and observant, I will give it a try. Is there such a thing as resistance to Death magic in this game? I think I remember such a state with a mod, I THINK the one dealing with adding new spells, it was for the original Fallen Ench
I'm working on a new high-powered Arthurian faction called Avalon with a powerful custom sovereign, champion and custom items specially created for this faction leaders. This faction is intended for play at higher difficulty levels to make it more possible to win without having to nerf the computer or cheat. I have a question...how does one set certain quests to only appear for a certain faction, hero, or only for the human player, rather than the AI factions? Is it possible, and wo
From a tactical standpoint, it makes absolutely no sense to be stuck with the weapon you are equipped with if you have others available in combat with your Sovereign/Champion/Henchman. . If you get into a situation where a lone Water Mage champion equipped with an Ice Staff gets ambushed by an Ice Elemental, to be able to switch weapons to cope, say, to a possessed Inferno Staff or even a Long Sword. is better than getting slaughtered and forced to waste 5 turns immobilized in a city, along w
It seems to me that there is room for more complexity with how cities are handled. First off, cities that are created should be keyed to the race, and seperately the faction, of the faction that created them. There should be positive and negative versions of the unrest trait, approval and actual unrest. Approval should apply to cities which are under the control of the faction that created them. Approval operates similar to Unrest, except that approval can go over 100% approval, in which case
It's true that units in the field should not cost more than units stationed in a city. But they should have SOME food upkeep requirement, as living troops, unlike Constructs, Elementals, and the Undead, need to eat. Perhaps one way to deal with this is that units stationed in a city, whether friendly or conquered, reduce the food surplus of the city they are actually in, whether or not it is in their home city. However, when they are not stationed in a city, they shou
It occurs to me that it should cost not just gildar but food and population to support an army. Accordingly, when a unit is created, remove population (3/5/7) from the total population and added to a military upkeep cost stat. This reduces the surplus of food for the city that created it has for growth purposes. It also reduces the total city population, reflecting the fact that someone has been taken out of the economy and recruited for military duty. Thoughts?
Edit from original message: Female Undead spirit units should take damage normally from fire, but half damage from lightning and none from cold, as they are not material creatures and do not have a physical body to damage. Also, skeletal undead should be immune to damage from daggers, spears and other piercing weapons as they have no soft tissue to damage. They should take half damage from slashing weapons like swords and axes. Blunt weapons such as clubs, maces, etc. however sh
Suggestions for Undead race...undead, being without emotion or passion, should be immune to fear effects. Also, given that they are not "alive" in the usual sense of the word, they should be immune to Death magic, the Reap ability (they have no life force to steal) and be 100% immune to Cold / 50% resistant to Lightning, as being bone they have no soft tissue to damage.
Surrender: When the sovereign of a faction surrenders, it makes no sense for the cities and resource structures under their control to disappear. Instead, each city should have a percentage chance of joining the faction the sovereign surrendered to. Any attached resource structures should also join the faction if the unrest check succeeds. Any cities that do NOT join the faction should be turned into a Neutral city that functions like a minor faction that continues to generate