Just have to pop back in to say - Excellent mod changes. I love it! I just wish I could make a shadow/beast mage from the beginning. :) Abob, you've really done something excellent here. Definitely has reached "can't play without it stage". Have to start a new game, Stupid Magnar overwhelmed me early with his summoned army. Have to say that was one of the more fun "losses" I've suffered.
Murteas
Awesome update. I'll have to take it for a spin. Thanks for all your hard work on this. You've made the game even more enjoyable!
Excellent. Definitely looking forward to this, and with COS compatibility - WOW, that will be awesome!
I'll second the Unity engine suggestion. Very good set of tools already with many games published.
[quote who="abob101" reply="121" id="3401723"] Question for you guys playing COS.... do you think the Dark Angel and other "evil" Angels should count as Celestial (the unit stat) ? The Angel, the Celestial Defender, the Archon and the good Angels in the summoning path will all be "Celestial". I'm just not sure about the dark ones. HF's description of Celestial from his COS wiki says this as the definition for Celestial... Beings from the upper p
I hear your frustrations. I had to step back from the modding scene because of the frustrations I had when making the quest wizard a while ago. However, I just wanted to chime in that I have had so much fun playing with the mods that you two (abob and HF) have come up with that I had to come and say thank you again.
The map pack auto transferred for me when I got LH.
Did you start a new game? You can't change an already started game. You have to start a new one to see the change take effect.
Quick Question: abob, anything in particular that you know will conflict with children of storms mod? (I assume all the summons will need the various attributes used by HeavenFall's mod) I'd like to take a crack and making your mod compatible with CoS. I would of course share the results with the community.
Honestly, this is easy to mod. If you really don't like the extra content, just change it.
I honestly don't have an issue with immersion breaking items as much as others. Sure I like the fantasy feel to the game and the atmosphere, but as long as it isn't too in my face, I like the Tongue in Cheek humor found in Stardock's games.
If you mean the turn limit, that is moddable. You should be able to change it in Elemental Defs. Look for this line (line 314) in the file C:\Program Files (x86)\Steam\steamapps\common\FE Legendary Heroes\data\English\ElementalDefs.xml 800 Change the 800 turn limit to
Any reason to suspect the loot dlc will cause problems with this mod?
[quote who="abob101" reply="81" id="3392148"] Do you mean Summoning Savant I and II ? These now reduce the cooldown of both the tactical and strategic summons by 1 turn each. The minimum cooldown is 1 turn though, so you can never cast the exact same summons twice in the same turn. So a level 2 strategic summons has a default cooldown of 2 turns, which means you can cast it every other turn. If you get Summoning Savant I it should reduce the cooldown to
Are these reduction of cooldowns worth it anymore with the change in mechanics. I can't see why I would take this path now. Help me understand? On another note, yes Summoner and Mage are just so much more fun than the other classes. It would be gre
This mod is full of so much awesomeness. Keep up the great work!
I'm really loving this and the demons & wizards mod. I really wish they would work together. :( Maybe I'll start looking through the files and see if I can find the incompatibilities. In any case, HF - nice job as always. I love this mod!
[quote who="Victor5" reply="66" id="3391827"] Quoting Murteas, reply 62 I love this mod. Has anyone tried with the Children of the Storm mod at all? I'd love it if those 2 could work together, although I am a little skeptical. With the first released version of this mod, I've tried running both and certainly encountered some problems doing that, so I wouldn't recommend it right now. And unless I've missed something, I'
Currently I am playing with the Wizards and Demons mod which gives a separate summoner class. I think that mod has it nailed really close to right. Currently, I think the mod has the summons a little too powerful, but ultimately, it is really fun, since I want to have monsters in my army. I would be all for Stardock to take another look at summons and improve them.
I've been watching this for a few months. Definitely on my list to get. I love that they have incorporated features from other games that work well (i.e. the civ resources in the city spaces, the Elemental cloth map look, etc.). LH, Dom4, Endless Lengends, AoW3 : Life is pretty good for the turn based fantasy gamer. :)
No reply from Stardock on this... that is a bit weird.
I love this mod. Has anyone tried with the Children of the Storm mod at all? I'd love it if those 2 could work together, although I am a little skeptical.
[quote who="abob101" reply="55" id="3389859"] BTW guys i've tested option 5 mentioned above.... it worked pretty well. Except the way I implemented it I had problem the problem that once you cast a spell and the summoner cooldown kicked in.... all the summon spells would be hidden from the spellbook AND from the path screen (when you hover over a spellbook). That was really annoying me. Other than that it worked perfectly...
I think I still lean toward 4 as it probably has the fewest side effects. I guess I'd want to see how you do 5 before I could vote for it. However, either way you do it I will play with it, it just is that good.
I guess I would vote for option 4, or option 1 (Just leave it). Having a cool down seems reasonable (although I really liked the immobilize effect). I wonder if we could get Derek to look at this and help us out. It wouldn't hurt to send him a PM, he and Brad have been pretty good to respond to me when I had questions. edit: This probably causes problems for the AI quite a bit actually as they tend to run with 2 - 3 heroes per group a lot of