abob101

abob101

Joined Member # 4285510
1 Posts 44 Replies 24,444 Reputation

[quote who="DsRaider" reply="55" id="3446654"]Enchanters granting Arcane Monoliths that are outposts summoned by magic is another good trait, but the AI can't use it...[/quote] Yeah the best thing that could be done (in 1.6, 2.0 or whenever just somehow) is to get the AI to use the rest of the strategic spells. As far as I can tell it doesn't use any strategic spells where the target is a tile: htt

201 Replies 1,152,997 Views

[quote]I ask because I have been having problems with an "Assassin" sovereign with my custom faction (Resoln).[/quote] Not trying to fob you off... but if you search the forums I think you'll find a few threads about paths... in particular Assassin. The good thing about the Paths is that they're all useful... and can all work in their own way.

12 Replies 26,320 Views

Yeah LH on Nexus would be nice. Surely Stardock can get it setup somehow? [e digicons]:-"[/e]

13 Replies 54,090 Views

[quote who="DsRaider" reply="33" id="3446481"]hey could spawn troops that fought nearby monsters and have unique champions that led them. You could use them in several ways; ally with them using diplomacy, conquer them, or complete several quests to get the city and their leader. Again this would be a a fair bit of work and C++ to make so it is unlikely to be DLC. [/quote] I'll have one of those thanks. [quote who="DsRaider" reply="33" id="3446481"]What

201 Replies 1,152,997 Views

[quote who="Retroromanic" reply="456" id="3446397"]Also, when I am starting the game, I get only the new factions, from what I can notice. I love undead, angels and it all looks good, but what, for example, I would like to play a human summoner? Am I missing something?[/quote] If you want the vanilla sovs back, go into your Children of Storm mod folder... look for the folder called "ChildrenOfStorm_NoVanillaSov" and delete it. [quote who="Retroromanic" reply="45

544 Replies 1,099,189 Views

Well this is great news, good to see LH still getting worked on. It's my favorite game in a long time. The stuff you have listed above for 2.0 all sounds great, any improvements to the diplomacy aspects of the game would go a long way... it's kinda still the weak link me thinks. Regarding your questions: 1) Quarterly is frequent enough I think. Quality over quantity I think. 2) Quests are always good as dlc because the quest/rpg

201 Replies 1,152,997 Views

[quote who="Retroromanic" reply="191" id="3446399"] for us looking for more sov paths, this looks like better option than CoS, right?[/quote] Different things really..... yes D&W will give you an extra path and make summoning a much greater part of the game. COS doesn't add paths, but gives you a bunch of really different new factions (as well as items and other stuff). [quote who="Retroromanic" reply="191" id="3446399"]would this be compatible with Necrom

349 Replies 1,269,685 Views

[quote who="DsRaider" reply="9" id="3446354"]Does the AI even build them? I don't think I have ever seen them.[/quote] I've definitely seen the AI fielding henchmen, although possibly it was with FE rather than LH... not 100% sure my memory not so good.

13 Replies 15,303 Views

[quote who="anc40" reply="130" id="3445015"] Then again, that is just me. What do ya'll think?[/quote] It sounds like the "new game" mentioned is something very different from WoM / FE / LH, and not intended to be the next iteration of FE:LH. A different game altogether, but still set in the world of Elemental. I would hope we get to see FE 2 one day in the future, and that it will include all the good stuff in FE:LH including unit designs, tech tree e

171 Replies 705,265 Views

[quote who="Derek Paxton" reply="24" id="3442876"]Yes, that's it. We put lots of checks in to keep spell particle effects from making units glow everywhere, which is fine. But the particles that are directly attached to the unit (ie: a part of the units base design) should always be displayed (with this fix).[/quote] @Derek - I seem to get this problem with particles attached to improvements also... so like if you design an improvement in the workshop an

206 Replies 507,881 Views

Yeah buggered if I can find anything. Doesn't matter too much but just confuses me that I can't see why it behaves like that. Would be surprised if something like that was hardcoded but could be I guess. Anyways thanks for the input guys if I stumble across something let you know.

844 Replies 1,934,537 Views

Primal / pm, I think I failed explaining my question, let me try and clarify.... I have created a new Race, i.e. like Trog. Lets call it SuperTrog. It shows up in the Faction Creator correctly and works fine. It shows as a new available Race that can be selected when creating a new Faction. However, you can choose the SuperTrog race whether you select Kingdom or Empire Allegiance. I want to make my SuperTrog rac

844 Replies 1,934,537 Views

Anyone else get this problem... when I go to edit a unit, the colors *look* right (i.e. they match the faction colors), but then when I click on Other to change the colors, hair, clothes etc... the color change boxes are all black (except hair). See screenshot: I though it was my mods at first, but just turned off mods and I still get it. Anyone else or is it just me?<

0 Replies 4,124 Views

Anyone now if it's possible and/or how to make it so that when you create a new RaceType, it is only either Kingdom or Empire? New races I have created always seem to be available as both. I'd like to make some Empire only like Trogs. Thanks.

844 Replies 1,934,537 Views

[quote who="Primal_Savage" reply="621" id="3444376"]Look at: RandomEvent_AdventureProblem_3 Although I'm not sure if the change applies only to the questing faction (Probably) or to all factions. Alternatively, look at Xtra_Game_ElementalDefs.xml The event does apply to all, but maybe you can change that if you add a Yes/No answer along w/ these: 0 <AIC

844 Replies 1,934,537 Views

@ Derek/Brad Can we pleeese get the AI to use Terraform spells. It's about the only spells that they aren't using now. So it would be fantastic if the AI would use these from time to time: - Arcane Monolith - Raise/Lower Land - Corruption - Consume - Modded spells that act in similar ways Seems to be the strategic spells that don't target a unit that are missing out. <

5 Replies 12,222 Views

[quote who="Redindus" reply="3" id="3444317"]What i want to do is remove the roads on techs (Trading/Economics) automatically[/quote] I think this happens in TechsAmarian.xml, you find the file in .....\FE Legendary Heroes\data\English\Only-SP Have a look for this: Player AbilityBonus A_RoadLevel <Value&g

11 Replies 16,956 Views

Couple of random mod questions, pretty sure the answer is not possible on most/all counts but just putting it out there anyways.... Anyone know of a way to mod any of these values from ElementalDefs on a per faction basis: 15 50.0 <OccupationTurnsBefore

844 Replies 1,934,537 Views

[quote who="Muttala" reply="40" id="3443969"]Will we consider trade individual technology instead of civilization / warfare and magic research point? The trading part is a a bit bland compare to civ series.[/quote] Yeah that'd be great, does't GC2 have that also? Would also like to see trading of cities... maybe even magic items [e digicons]:dur:[/e]

206 Replies 507,881 Views

The Mercenary Camp Improvement that you can build on a Border Village (i.e. the limited unit cap units) is supposed to provide 2 x Mercenaries and 2 x Hunters, but it does not. When the Mercenary Camp is first built is provides 1 unit of each type. Then it starts counting down to build the next unit(s), after 10? turns it produces a 2nd unit of Hunters. It then says Max reached, the 2nd unit of Mercenaries is never created. I believe also that if the first unit of

0 Replies 4,126 Views

[quote who="Muttala" reply="189" id="3444280"]If there a way we can have more an 1 additional class on top of the 5 basic ones? I like ranger and necromancer mod class as well but it seems like need to choose only one since they may have conflicts.. [/quote] You should be able to have extra classes in addition to D&W. There might be a few minor issues but for the most part I think the necromancy and ranger paths should work fine. Just bear in mind if you have mo

349 Replies 1,269,685 Views

Thanks for confirming Crastiloowa, yep sounds right seems to have stopped working recently. I don't think it's mod thing because I tested Grip of Winter with mods turn off to be sure. Would like to get this fixed seeing as it used to work.

6 Replies 6,868 Views