This has beed added to the regularly updated list of mods (and utilities) for E:LH. I noted that it needs testing in the description. [e digicons]:thumbsup:[/e]
tjashen
This has been added to the regularly updated list of mods for E:LH. [e digicons]:thumbsup:[/e]
No update so far. Been distracted with other things lately.
I've been otherwise distracted, but do still plug away at this as time allows. Also, I haven't updated E:LH lately, so I need to do that and check my stuff to see what still works.
This has been added to the regularly updated list of mods for E:LH. [e digicons]:thumbsup:[/e]
I was doing my internet rounds today, and came across this article: http://www.polygon.com/2013/8/15/4622252/plague-of-game-dev-harassment-erodes-industry-spurs-support-groups While I know that playtesting discussions, etc. can
This has been added to list of mods for E:LH. [e digicons]:thumbsup:[/e]
Well it worked fine for me, so you must not be doing it right. And yes, alt printscreen only captures the active window, which is the point after all, right? And no, I just use 32 bit Vista, no special screencap programs here. Just loaded LH and captured this loadscreen using the printscreen key, and pasting into Paint. I resized image to make it a bit smaller. <img src="http://www.ashenlegacy.net/Elemental/loadscreen.jpg" alt="LH Load screen"
I just verified that alt + prtscrn (alt key and print screen key simultaneously) will capture a loading screen, in case you wanted to share any pics. Remember to save as a .jpg or similar (smaller) format, as .bmp's are huge!
I find that Alt-Printscreen, then opening a photo editing program and pasting into a new document (ctrl-v) will usually capture a screenshot in most cases, even if right clicking is disabled. Haven't tried this while loading Elemental though, but it might be worth a shot. I've been waiting for the file to be uploaded before I added this to the LH Mods list. As you've (finally) uploaded an actual file, I am adding this to the mods list now. I figured you w
This has been added to the LH Mods list. [e digicons]:thumbsup:[/e]
Added to the list of LH mods, with a comment r.e. this being an alpha release for playtesting purposes. [e digicons]:thumbsup:[/e]
Michael Ansara, known for numerous roles, including Kang in Star Trek, has died. He was 91. http://www.cnn.com/2013/08/03/showbiz/star-trek-actor-dies/index.html Among other tidbits, he was married to Barbara Eden back in the '60's, and more recently to his wife Beverly until his death. When I read about Barbara Eden's connection, I had this vision of Kang having a 'Major Nelson' moment as Jeannie plays tricks on him.&nbs
One of my mods works with the move stat, and I've seen the behavior you describe. The 2.2=3 thing can mean 3 moves, but when terrain modifiers and such come into play, the 2.2 is used, not 3. As to the game's 'round off' point, it's been a bit since I worked on my engineers mod, so I'm not sure exactly where that point is off of the top of my head. FYI, I was using a multiplier to reduce movement, to 'limit' the number of se
[quote who="Lokitako" reply="7" id="3385769"] The download link looks broken, may we get an update please? This mod looks interesting.[/quote] Just double checked the link and downloaded successfully. Nothing has changed in that respect. However, I am seeing some weirdness elsewhere on the net today, so this may be a traffic routing issue. I'd suggest trying again in a few hours and see if you are successful. Here's the link again. <sp
This list: Regularly Updated List of all currently available Elemental: Legendary Heroes Mods in the LH Mods Forum
Added to the mods list. [e digicons]:thumbsup:[/e]
I'm using an older version of MS Works spreadsheet, but I will see if I can figure that out. I almost never use the program in the first place (have no need), so I'm not well acquainted with it's features. I'm sure I probably missed some data here and there, due to the 'cluttered' nature of the .xml files, specifically I may have missed some of the resource requirements (Metal, Crystal). If anyone notices something I missed, let me know and I'll
Hey Light! It will be interesting to see how the AI handles this. I managed to sidetrack myself with a few other projects, though, so it'll be a bit before I jump into this in earnest. I've been tinkering with finishing up a couple of quests, which changed quite a bit in scope (more objective forks to work out now). Plus, the weapons vs. armor balance thing is still nagging at me. You'll note that spreadsheet I posted earlier today (took a lot lon
I just uploaded a MS Works spreadsheet that displays the relevant data for weapons, as found in the CoreWeapons.xml file. Link has been included in "Odds and Ends", above.
OK, I'm sure a few people will find this useful. I just finished compiling a list of the weapons found in the CoreWeapons.xml file, as it appears in E:LH 1.2, using a Microsoft Works Spreadsheet. Zipped File here: Elemental: Legendary Heroes Weapons Spreadsheet MS Works/xlr Format I did try exporting this to text
Ars Technica has taken note of this acquisiton... http://arstechnica.com/gaming/2013/07/stardock-acquires-star-control-rights-in-fire-sale-plans-reboot/
We sorta kinda have an intermediate step now, but it isn't fully implemented. You have your Cloths, Leathers, Chains and Plates Cloth/Padded is the one that isn't well implemented if you think about it. Another way to think of this is the 'Rolemaster' approach. In that game, you have your soft leathers, rigid leathers, chains and plates. So your Cloth/Soft Leathers would have a base protection of 1 (2 for torso), your rigid leathers would ha
Added to the mods list! Nice concept!!! [e digicons]:thumbsup:[/e]
[quote who="Darxim" reply="5" id="3382878"] Anyone know if there's a way to utilize the Mods folder for this instead of overwriting the actual game files? I've tried putting them in the mods folder with a few different subfolders, and it won't actually use them from there. It wouldn't make the mod work any better, but... Well, it would just be more proper that way.[/quote] This is something the developers would have to address. Some files can be