Added to the LH Mods list. [e digicons]:thumbsup:[/e]
tjashen
Added to the mods list! [e digicons];)[/e]
I haven't seen any such thing as of yet, but this is definitely something the community could use. Even if it's a simple list (r.e. those posters you've seen for Civ) that shows the structure, the requirements, the labor cost, materials costs, and modifiers it provides. Sure, as you said, the Hiergamenon provides this, but seeing everything in a columnized form is a much cleaner approach. My .pdf capabilities are essentially through an older version of Photos
Very nice of you to do this! I'm sure those with 'not so cutting edge' machines will be thanking you profusely for this! BTW, this has been added to the comprehensive LH Mods list. I'm trying to keep my replies in that thread to a minimum (so as to showcase the mods), hence my reply here. Still, though, an excellent approach that I'm sure took some time to do, since you had to sort through and modify all of those tile files!
Hey again Modding Collective! Someone asked about the option to begin the game with the starting city in place. I remembered that we USED to be able to do this in Elemental, and going WAAAAAAY back to version 1.0 of E:WOM, I found the relevant code. I managed to get the 'ability' to appear ingame in E:LH, but it doesn't appear to do anything. Has anyone else attempted this, or can anyone spot what I'm missing in the code? This feature may ha
One of the Sovereign creation options that we used to have allowed you to start with a city. I'd imagine that this is still possible via modding, but I'd have to look at the code in the older versions of the game, and see how that was done. The issue now, of course, will be the resource levels of an 'automatically established' starting city (grain/materials/essence). I'll put this on my 'to do' list, for anyone interested in a 'fast
Edit: nevermind!
OK, the one way I could think of doing a 'profession check' would be to have said profession create an item or resource when it is chosen. i.e. when you choose Path of the Mage, a gamemodifier creates a new item, Badge of the Mage. Quest then looks for Badge of the Mage. Keep in mind that the quest will then 'take away' said badge when the item check is met, so if you plan to 'reuse' the tag, give the Mages multiple badges, or give them another badg
My fingers had a mind of their own there BlackRainZ. My brain was remembering the 'drastically reduced production time, but in some cases increases resource requirements' for some reason, and I was probably going to type all of that, but I was mainly just trying to get the list done so I obviously mistyped there. I do remember the 1-2 weeks training comment, and also a conversation in the thread about increasing metal costs, etc. for plate or something along those lines.</
OK, armchair analysis of the club versus spear's special abilities, based on the initial values comment. Att 6*6=36. Double 72. Versus spearman Def 5 (0 armor + 5 att); Max damage 12 Att 5*5=25. Ignores some defense. Clubber def 6 (0 armor =6 att). 66% of 6 is 4, so 25/4 is about 6 damage. Tripling the above values means around 36 max damage for the clubber, versus about 18 max damage for the spearman. If the Spearman strikes f
This has been an issue for me since E:WOM. My mouse doesn't have a scroll wheel, hence I can't zoom in and out using the Builder's Forge or Cartographer thing. I do have a scroll function: Click button 4 and I can scroll up/down/etc. using the mouse. Click button 4 again, function disabled. I use the Logitech Marble Mouse/Trackball btw. I have RSI/CTS issues, and this mouse solves that issue handsomely. It's been on the market for seve
Quick question for you modder types. I've had this issue since the E:WOM days. I have a mouse which doesn't have a scroll wheel. I do have third and fourth buttons, and use the third button regularly ingame to change camera angles and such. Anyways, I've never been able to zoom when making/modifying tiles using the builder that comes with the game. I do make my best guess when placing things, but unless you can zoom in, sometimes you end up with s
A quick update. Thanks to not being able to solving a dialogue tree issue, I'm restructuring this quest a bit. As mentioned above, I'm introducing new choices, with different results. The dialogue is sorta kinda working now, but since destroy unit has a very specific context in the tree, I couldn't delay the relevant choice until later. No worries, I can do this the 'expected' way, it just won't be as much fun... Also, I think I figure
Bernie, FYI, I was reading about an update to the Ranger mod that shows the professions 6 across instead of 5. This won't help with the other profession mods, which add a bunch more, so the 'hidden scroll' thing will still be an issue. Your 'Wheel Selector' idea might work a little better. Or just smaller pics to represent the categories. Those five profession pics take up a LOT of valuable screen space. I also take
If you build a city building next to a resource that you've harvested, said resource usually gets incorporated inside the city walls (unless said resource belongs to another city). Incorporating resources inside city walls prevents said resources from being razing targets by maurauding monsters, etc.. Unless the monsters attack and raze the city itself, of course! Most of my cities look like 'x's and such, because my builds are always placed towards the directi
Hmmm. One idea... If there is a base core race template you regularly use (say, Amarian), and a specific unit design (say a Spearman with the dodge cloak), you could add this unit as a 'base unit' for said given core race. I just tried this ingame, and after some detective work, I managed to get this to work, for both my custom Amarian Sov/Race and Procipinee. I actually had an extra step here, involving making a short .xml file, but it turns out it was unn
As noted above, going forward I will be responding in the relevant LH Mod thread when I post new mods/updates to mods to the LH Mods list, so as to not clutter up this thread with a bunch of my own replies. That being said, please feel free to post a brief synopsis of any updates, new mods, etc. which you may have in this thread, with perhaps a link to your Mod thread as appropriate. On that note: (so as to get the ball rolling)
Parrotmath, The henchwoman quest has been added to the LH Mods/Quests list. You are a busy man, with all of these mods!
Sjaminei, I didn't look at the cloaks situation when I was posting this, but yes the same would apply to cloaks as well. UnitStat_Dodge, or any other UnitStat for that matter, could be assigned to the upgrade def instead. As for the 'front end' comments, I essentially meant that you would need to manually edit the files for your unit to change the upgrade comparison. Anyone can do this. I should have said 'modding' not 'modders', s
Just wanted to echo the workaround for the graphics memory usage/slowdown thing. I've found that when the game starts lagging, a save, quit and restart fixes the problem for a bit, and performance improves quite a bit from how it was when you saved. As I remember, a simple save then reload works too, but I've been in playtesting mode for a bit so I haven't done many late games lately, under 1.2...
Looks nice. Added to the LH Mods list! [e digicons];)[/e]
Attention!!! Attention All Units Of the Solar Federation... umm I mean Legendary Heroes peeps! A new version has been released!!! <span style="font-size: x-l
OK guys, I'm at this very moment finishing up a replacement for the current modfile. Also, I noticed a small error in the .xml (missing a So, if you are about to download this, hold off for a couple of hours. GFireflyE, In answer to your question, the current version mods the Scout Ability directly so the unit type won't matter, whe
[quote who="GFireflyE" reply="13" id="3379398"] I'll toot my own horn: It's a small one, but a mod none-the-less: Improved Catapults: https://forums.elementalgame.com/445925/page/1/[/quote] Hmmm, that is currently listed in the FE Mods forum, which is why I missed it... Quick FYI, the original poster can change the forum category of a thread when you edit the original post (jus
Sjaminei and DsRaider, Done and done! I also added Parrotmath's Summoner Units mod, and noted the four quests included in the mod under Quests. [e digicons];)[/e]