Ghallandir

Ghallandir

Joined Member # 6164786
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[quote who="Dhuran" reply="154" id="3490862"] That's an awesome idea. I don't think that it's possible to associate variables with tiles like that. It would have to be on a per battle basis I think. Ideas like this make me wish that they had released an API for modding. They were thinking about it at some point, but eventually decided against it. [/quote] Thanks! =D Yeah, I have to admit that my entusiam about modding FE died a little after finding

175 Replies 575,622 Views

I still think that a strong modding system (ex. with acess to source code or at least a second language) could really help LH grow. They already have a very good XML system, and is pretty easy to mod several things in game, I believe this is a strong difference from other games that may be emerging just now... Specially in building a better way of the game code grow (more organized etc), of bugs be fixed, and building a powerful niche of gamers who love this game because they know

39 Replies 157,238 Views

[quote who="abob101" reply="15" id="3490917"] From what i've seen of 4x games lately modern design means very few factions/races to choose from, not a lot of depth or complexity, too much money spent on snazzy graphics and trailers and not enough time on gameplay. [/quote] I believe there was always "easier" games or at least those focussed on different areas or different public. I hope this was not what Deathcoy wanted to say...

39 Replies 157,238 Views

Hey Space, There are some post around the forum about this moddings, (I believe they could get as far as 20! units around), but anyway, you should achieve that by modding the CoreUnitGroupingTypes.xml file! Good luck!

844 Replies 1,923,954 Views

I got success when trying to give a production bonus through a unit to a city. But not gildar and mana (and that is important because of the city bonuses that are not applied if the unit give it directly to the mana pool (even the tech ones...). Hum, that's great I didnt think about those summoning spells, they might be the key! Thank you very much! =D

844 Replies 1,923,954 Views

No problem, that would allow a much quicker solution I'm sure about that! But I still cannot put the mod to work as I cannot do 2 (I also thought would be simple, stuff) 1 -Make a special effect (or attribute) of a weapon to multiply to the number of units in a squad. 2 - Allow a weapon to have a effect link (give X gildar (mana, research, etc) to the city its (that the unit wielding it is ) stationated in. Or at least to allow TroopCount to work with a u

844 Replies 1,923,954 Views

Sorry about ressurrecting the thread, but... Only the paths are the problem? Couldn't those issues be adressed by hex editing? (Do you think ev4debug whould mind?)

232 Replies 640,823 Views

It seems that the community is eager to help, providing a strong support for modding might allow us to help finish many areas where the devs dont have time/resources to improve. Then, as always, it can be incorpored into the game if the company likes what the see... =)

6 Replies 19,878 Views

I know that this is not probably happening soon (or ever). But the release of the source code (allowed for modding only) and/or a second language support (python, lua, etc) would help a lot. Specially for bug fixing and ai, and, of course, additions as well. For me tha game have a strong "unfinished" feeling, that could be vanished away by source release and then company reworking on it for a new great expansion (using the help of the community with the bug fixes, etc).

39 Replies 157,238 Views

Hi Abob, So.. 1 - Well and many games do not, at least they will not require both game and program restart. That's my main problem with it, but that's also ok! =) 2 - Not (as far as I (and primal too) know) for what I mean to change is the guarison number localy for each city. There seem to be a global (all factions) tag for it, but it shouldn't help with this issue. 3- Well, pretty old first i5 laptop line I think. 10 min is about the

844 Replies 1,923,954 Views

Ohh... That's pretty sad... =p I was expecting that there was at least some way to make the testing process a little less tedious, but that's is fine... I think I must try to plan ahead the changes well, for it takes me good 10min to be able to reload all! Sure, it's very interesting, I dig in it for sometime. I'm sure that will open lots of oportunities, the best thing would be a mod documentation from stardock, but as far as I can see about the others issues in ga

844 Replies 1,923,954 Views

Oh, very nice! Thanks for the tip! =) 2- I see, I'll try to think on a workaround for this... I've seen somewhere around here that elemental game used to support python modding, there is still some support for that? Or perhaps lua? I believe that this feature whould allow a lot of new strategies, as villages will be much more difficult to protect, and big fortress will allow a better group of defenders... Also, a big problem that I'm having with LH

844 Replies 1,923,954 Views

Oh! Thank you for the super fast reply! 1 - I'll take a deep look at the tag list we have so far and try to figure out how this XML to XSD converter works! 2 - Humm, so there is no way to set it for each separated city? My goal was to limit the number of units inside the city walls to prevent an abuse of my intended mod. The mod (at the first stage) should consist of a worker unit that gives 1+ prod to the city it is stationed x the number of '

844 Replies 1,923,954 Views

Hey, nice to know about this tag as well. Is there a forum post with the consolidate list of all (or almost all anyway) in LH? I'm also in need of some help for a small mod of mine: I need to know how to limit the number of allowed units inside a city Then, I'd need to allow this limit to increase with each city size (perhaps even using the 5+ levels mod) I'd also need to know if its possibl

844 Replies 1,923,954 Views

Great mod, I'll certantly try it soon! Do you think it is possible to hold a variable for the number of allies that died on a certain tile? This way a "raise undead" spell that actually ressurrects all/part of the creatures that died on a certain place in its underworld form. [e digicons]^_^[/e] So you could hunt for areas where "old battles" were fought and summon the old undead soldiers strengh for your own!

175 Replies 575,622 Views

[quote who="Chibiabos" reply="47" id="3486994"] Weak AIs that have fallen behind simply flinging themselves at you just because you're winning does not make a game more enjoyable for me. [/quote] Well, that's not the way it must be. Any way, you most of the time would "look as" you was winning, but (as in real live) that's not exactly what is happening. It very easy to collapse after being mined by some time by (aparently) weaker foes. I liked this

49 Replies 79,556 Views

One thing that I saw on Civs games (I believe it was introduced with Fall to Heaven) is the ablility of "players" appearing and going or vanishing during the game. So a new civ appear of the middle of no where right beside your borders, of raiders decide your are a good target for them. This way you simulate a real world situation, where new empires come and collapse, nomadic tribes attack or a formally peaceful area became suddenly hostile. One nice thing in LH would be

49 Replies 79,556 Views