Way back when I got bear skins added to the game [e digicons]}:)[/e] I fully support your shrill mandible crusade! [e digicons]:thumbsup:[/e]
NaytchSG
Dude, you are an XML BEAST!! Can you move to Michigan?!? [e digicons]:beer:[/e] [e digicons]k1[/e] [e digicons]O:)[/e] Just spitballin' here, but Savage Parrott Games would definitely kick ass on Kickstarter...
Dude, you are an XML BEAST!! Can you move to Michigan?!? [e digicons]:beer:[/e] [e digicons]k1[/e]
[quote who="abob101" reply="5" id="3461506"] Quoting Borg999, reply 4Hope this is fixed before 1.7... I just posted in the 1.6 thread also... it completely stuffs up my mod, and I'm sure others too. I'm sure they will fix it in short order. Quoting Borg999, reply 4 Has the beastmaster issue been fixed? Don't know myself haven't tried but I reckon there's a fairly good chance that it would be... probably th
Awesome work! [e digicons]k1[/e] Would love to see improved militia techs in the warfare tree Unique city defenders (gotta try that mod... so many mods, so little time!) [e digicons]:D[/e] Heroes or sovs that have a sapper skill An improved version of Krax fortification ability for defending the capital of a nation.
Beware, the Blessed Hammer is useless atm (will need to check 1.6 patch). Learned that the hard way a few games ago [e digicons]x_x[/e]
abob101's Demons and Wizards mod is awesome, also a tremendous fan of dsraider's Blood and Mana mod. Have to see if they are compatible at some point. Also agree with the above postings on other mods. If you are willing to muck around in core files, take a look at webusver's mod.
The lack of loot/items from defeated heroes. Could be just one item at random. AND if my sov/hero has a "pickpocket" skill, I get to choose which item I steal. The lack of positive/negative fame for winning/losing battles/cities/outposts. If I win a surprise victory against a superior force, i should get a boost in fame. Fame/infamy could also be used in a GalCiv type alignment system. The "quest" screen where the cr
Sweet! Thanks for doing this!
[quote who="Derek Paxton" reply="80" id="3455180"] ... And it is scheduled for release later this month.[/quote] Awesome!
I tried using it in conjunction with Blood and Mana and it wouldn't load the game. I tried putting the files in the mods directory several different ways without success. Is there a readme with the file that i missed? Thanks!
The Blessed Hammer item should work against a Banshee. Life magic should have some Holy Smiting spell that can be cast on a unit to give them the ability to hit physically immune units and a +1 to damage against the undead. Edit: Courage spell should be for both units and champions and should confer a % resistance to fear. Ophidians' magic immunity should confer to the whole stack/city consistently (don't nerf
I would like consistency with the immune to magic trait, too. I have had instances where I can't cast a strategic spell (tremor, freeze) on an AI stack due to the Ophidian immunity, yet my pet Ophidian does not confer the same benefit. That could be a great strategic part of the game, and make those few magic-immune units very valuable. Stuff to add in FE:LH 2.0 I guess!! [e digicons]:D[/e]
This is a simple and great mod, thanks! And thanks for your community-mindedness. [e digicons]k1[/e]
Started a new game with Tarth and love what you have done with them. The bolas and the trapping trait finally give them that guerrilla feel. The guerrilla trait is also good to get front line troops back to my hero for healing. Would you consider giving them archery at the outset? Or a "Fade in the Forest" racial ability where individual units can exit the battle? The Huntress is an awesome unit! Love the Pounce. Have just built a druid, eag
Started a game with only Blood and Mana with all DLC installed and it is a great piece of work. The only issues I saw were: 1) a typo on the word shields in one of the race traits, forgot to write down, knife fighting iirc. 2) The Hunduran lance trample ability is cool, but i haven't had it fail once in about 8 hours of play on a large map against 14 opponents. The text says 66% chance, but I suspect the game is doing something weird with your code. &
As another non-modder person, I heartily agree!! [e digicons]:beer:[/e] We need a coffee mug for us caf-fiends....
abob101 is being modest and not mentioning his very fun Demon and Wizards mod. Webusver has a patch to use D&W with his mod, as well. https://forums.elementalgame.com/446891/page/1/#replies I just stripped my FE:LH game of all mods to give dsraider's Blood and Mana by itself a play-through and it is very good. His new traits and abilities really make y
[quote who="parrottmath" reply="40" id="3449153"] You can use my mods for these towers if you want (if you include my mod with it, just some credit where credit is due is all I ask). The ability would just require the improvement to the city. Instead of flaming arrows I would rather see the ability boiling pitch, follows similar to the burning hands spell where it targets several people in front of the tower and burns them. Have fun with it.[/quote] Oh,
Towers should get a free volley at the start of the battle, as well. With Parrotmath's permission, it would be awesome to have burning arrows if the city has a pitch pit resource from a swamp tile. Either as a tech that can be researched or just as part of the base mod you could have a special shard-based defender show up for each shard type attached to the city: Air: Phantom warriors Earth: Crag Spawn Water: Poison Nagas
Could you put a small fence on all four sides that keeps units out? Or what is the code for the city siege map center square that blocks troops? I recall that SD had to fix them after their first iteration to keep troops from walking through them... Love that all of you awesome modder types are brainstorming this thing together!!
[quote who="amanadark" reply="62" id="3448444"] One thing i really also found fun was beast master, Love having beast unit's in my army, This is a bit much but upgrades to the wolf and bear for leveling up would be nice, like wolf grow's into a dire wolf. Just to add a little extra power behind them.[/quote] Yes!
Thanks for working on this, the good/evil quests are a great game mechanic.
Don't nerf beastmaster, random maps already mean you could be far away from any tamable beasts. And if you are playing without reloading saves, your young beastmaster will spend at least a few days in a city healing up and regaining lost mana. Sometimes more than once! And the utility of the trait diminishes during the course of the game, so it is a great early pick, but not as powerful as a mage or warlord in the late game. Edit: and if you
The modding features have given this game a lifespan that it wouldn't otherwise have. Better/more accessible modding tools and spell/quest/map editors would ensure your game was played for a decade. Otherwise all the other points in this thread are well-taken. The Sov and faction creation are particularly fun. Edit: And the fact the enemy sovs can be made your vassals is awesome!