I confess I've been playing a lot of AOW3, so I apologize if anything here is out of date, but here's what I like about LH: Customizing units (both equip/skills and colors/appearance) Upgrading existing units Creating Sovereigns Creating Factions Playing a game and running into Sovereigns and Factions I created. Wildlands The architecture to add so much more basic content (weapon types, research, etc) <
gladestrider
This has been a problem for me for several versions now. I'm still on 1.4, but I find that quite often in a game I will get 3-5 copies of a random item. I don't know if that's because the pool of available items is so small, or if it's a seed issue with the RNG, but it's persistent enough from game to game that I'd like to see it get addressed. gs
Here are 5 things that don't seem to work the way I would expect/want them to: 1. Path of the Governor. The irritating thing about this is that to be effective, the governor needs to be in a city. But to level up and gain more powerful governing skills, they have to go out into the woods and kill wolves. I like the idea of the PotG, but I wish the experience mechanics would change by allowing them to gain experience staying in cities doing wh
Personally, I'd like to see UI's added to FE that are similar to the Unit Design UI, only for designing new races, monsters, champions and items. The itemmake executable that came with MoM comes to mind. A window to pick an existing model from the game and an editable list of details/traits/spell effects/powers etc. Things that are created are exported to an .xml file in the Mods directory--personally I'd do separate folders in the Mods directory and then separat
[quote who="Borg999" reply="17" id="3314908"]I like the idea of crafting, but while your busy collecting materials and spending time building the magic item, your not adventuring and leveling up, which could put the sovereign at a disadvatage vs. the AI.[/quote] True. What I had in mind was turn requirements similar to unit training--and they could be shortened by city improvements in the city where the hero goes to craft. So crafting a bow for a champion mi
Combining a few ideas posted above with my own: There would basically be three types of craftable items: enchanted, mundane (not enchanted), and hybrids. Enchantment enhancements would require (a) researching the appropriate magic technology ("Power-crafted Weapons", "Power-crafted Armor"), (b) a sovereign or champion of appropriate magic skill (Fire II would allow flaming weapons, Fire III would allow ones that shoot flame darts, Fire IV for fireballs--the idea he
Still waiting for the update to show up on Steam. Any idea when it will hit? gs
Here's my list of items that annoy me so much while playing that I take the time to write them down (YMMV): v1.02 Fallen Enchantress As soon as all of the units are moved, the game should immediately start cycling through idle cities, rather than just sit there staring at whatever unit moved last and requiring me to click on the city icons. Bows are too powerful in the hands of units, maybe not strong enough in the hands of champions.<br
For modding purposes, I'd either like to be able to provide a list of names or a list of half names that are randomly combined (shadow-, blood-, dark-, bright-, misty-, and -dale, -falls, -creek, -woods, etc). gs
As far as I can tell, Kalin is correct. I've been playing around with this all day and the hang up to making it easy is that there's no "All" or "Any" variable for "RaceType". So, in order to unlock Henchmen I had to do it for each specific race: Modify the Techs_Amarian.xml file's "Henchmen" entry to eliminate any race requirements. This should make the Henchmen tech show up in the research tree for any race. Then you have to copy the Generic Hen