UPDATE: current version is 1.03 Fixed some icons, added a new sword and a new rare hero item. Still struggling with getting all of the units to show up in the research tree. So far the Paladin, Templar, Ice and Fire Archmage and Hawkeye are showing up.
Soronarr
Will make another update to the file soon (already did a tiny one). Got one question. Thinking of replacing the rush abiltiy with something else, but not sure what.I know it's possible to make an attack/spell who'+s damage depends on army size. However, is it possible to make an attack ability whose damage depends on the number of units that are of specific blood AND who's cooldown is GLOBAL. For example, I have
[e digicons]:D[/e] Ere we go! [e digicons]:D[/e] Readme and details and images here: http://www.nexusmods.com/fallenenchantresslegendaryheroes/mods/2/? *UPDATE* Version 1.08 now up.
I'm gonna have to tweak it a bit. Teh sword in the middle is not visible enough. That said, my mod is almost done, thanks to you guys. I'll release the first (probably buggy) version very soon. Probably today.
Yay. Working! http://s18.postimg.org/4izfuoxyh/Legendary_Heroes_1402603952.jpg I even got my custom hero to show up immediately, without having to tweak anything.
So question - I just add: Resource Faith 10 </P
[quote] Yes that's the way to do it. You can make it a global resource (like gold) or a local resource (like food) depending on what you want.[/quote] Thanks. [quote] If you want to create a whole new faction and/or race via modding, do a search for Primal Savage's race template, I can't find the link right now but it should be around. [/quote] I actually used the Fevor mod as a base. As you can se
So, to make a special unit via resource would be to add a new resource (let's call it Faith), have a building that produces it (Cathedral) exclusive to my kingdom, and have the unit cost that resource? Hm...might work. More questions: - Is it possible to make certain champions more likely to spawn for a specific sovereign/kingdom? Or make them exclusive so they want spawn for another? - can one make a unit upgradeable, but still give it speci
Hm... can the number of troops in a unit be edited? Minimums and maximums be fixed to otehr values? I'm thinking of changing mage units to make them more powerful, but also fewer in number.
[quote] With linear one we will end up with never ending battles, where weapons are not dealing damage to armored troops.[/quote] Redicolous point scaling is exactly what causes such things to begin with. with normalized values, that is less likely (and early troops remain move competitive, late-game troops are slightly less awesome) Oh, lets not forget that mage troops really have no vi
No, I'm not talking about a custom faction made in the game menu - I'm taking about a kingdom made as a mod. With custom abilities and stuff. You know, in the MOD folder. So far, no luck with the color.
Having played more, some more observations: - more control for unit upgrades would be nice. I don't like it that the game offers armor upgrades, where tons of items are filed as one option, with no option to change. Maybe I don't want to upgrade those soldier gloves? Maybe I value +5 accuracy on my troops more than +1 defense? Well, too bad, because the only way to upgrade your troop is to hit that upgrade bottun and it don't care what you want!
One more - how/where do you set up a faction color? And I mean the interface color - the one where the city name is dispalyed and the town borders. I can't find where it is defined. My old custom faction was blue. Now that I modded a new faction (Kingdom) in, it's red.
Any city I guess.... Theretically, how would I go about either? EDIT: So jsut adding: Greatsword Will be enough? Teh game will add a new category in the inventory? Sweet!
Another observation - the lone wolf type of feats seem more suited to an anti-paladin. I guess giving an option for different builds is nice, but Paladins are generally considered charismatic and protective of their followers. So while a paladin might get auras/abilities that buff his army, the anti-paladin might get auras/abilities that empower him at the expense of his troops.
And I'm talking about weapons. The stats of various weapons look strange to me. First the scale of increase seem chaotic. Secondly, weapon families don't seem well balanced. Two-handed weapons especially. The devs seem to forget that TWO enchanted weapons ar better than one. So a magical sword + shield = better than anything two-handed. Hell, as it currently is, one-handed+shield is always better. To compete, two-handed weapon woul
Second question: I made several new weapons for my faction. to be used by troops. Greatswords. Problem is, I fear they will frak up the regular upgrade if they are classified as blades. Can I make a new weapon category to make swords and two-handed swords destinct? EDIt: Forgot to ask - can a building be a prequisite for training units? Like for example, I add a new building "Proving Grounds" (1 per empire) and you can only build Royal Knights IF
Making my own mod. Making great progress, but I do have a question: Is there a limited number of build slots in a town? Can I add a new unique building that doesn't replace anything? Or must it replace something?
I have one big gripe with this - the mount bond skill/perk. It's right in the middle of the tree and required to go forward into some juicy stuff. But it just so happens that I already got a quest to find my mount, so I already got my horse. And on top of that, I don't even want the horse I got, or any other. I want my sovereign/champion to go on foot. So why is then the horse forced upon me? A total waste of a level point. <p
I'm curious. I have many usable textured meshes of weapons that I could quickly port into the game. The question is - can it currently be done?
You have mundane units armed with magical weapons and armor, therefore, the argument is moot. Not to mention, you can have un-mundane mundanes. Magic is any setting is only as strong as one allows it to be.
First, let me start by saying that I love the this game. the concept is sound, the gameplay brilliant. I have long waited for a fantasy game that lets me design my own units! Graphics are mostly irrelevant to me (and they are good enough) But... Why no love for two-handed swords? And why are axes by default two-handed? It could really use more variety in the weapons department, by having proper weapon families and abilities. As a g