abob101

abob101

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

Thanks for the feedback Wauthan. [quote who="Wauthan" reply="68" id="3391904"]Balance is a bit off, naturally, since power leveling towards a strong summoned unit makes for a very expansive early game.[/quote] If you have any specific examples of summons or strategies that are obviously over power compared would like to hear them, as i'm all for some subtle tweaks now to try and make sure nothing stands out as being too over the top. [quote who="Wauthan" rep

349 Replies 1,270,304 Views

[quote who="Fallenchar" reply="2" id="3391717"]Create a custom Sovereign and Faction with traits you have never used before.[/quote] I like that idea. Not so much a "limitation", but another way to more challenge without necessarily increasing the difficulty might be to play with the teams thing in the setup. I've never tried it but I believe you can setup teams, so try taking on 3 AI's that are teamed together from the start or something similar.<

19 Replies 70,451 Views

Updated to v0.3 (compatible with LH 1.3). Bit of a shame I had to cut the casting time for strategic summons, however in the end I feel the cooldown that it used now is much more streamlined. It also means that the familiar should be able to use all the summons now (previously some were bugged). This release is mostly balance stuff. I'm now working on added new spellbooks. Here's the changelog: &n

349 Replies 1,270,304 Views

I always take the first generated location, some people might see that as a limitation I guess. Not that i've tried it but what about giving the AI a 10 turn head start? Just click next turn 10 times in a row or similar before founding your first city. Just thinking that because from what i've seen the AI is not quite as quick of the mark as a human player.

19 Replies 70,451 Views

Borg999 - my mod Demons and Wizards does pretty much all of the stuff you've mentioned here. So yeah I agree with you, I didn't like the current Mage path at all. Obviously i'm biased but I think the new Mage path and new Summoner path in my mod are way more fun than the default Mage path. [e digicons]:grin:[/e] [quote who="Murteas" reply="6" id="3391384"]Currently, I think the mod has the summons a little too powerful,[/quo

16 Replies 64,791 Views

[quote]1) How can i check whether or not the Quest Pack DLC is active in my current game?[/quote] I think quite a few of the quests in the quest back are events. If you get the Pillar of Grazna or the Boar for example (can't remmebr his name) I believe they are only in the quest pack. They turn up quite a bit... you're bound to see one of them after a few games.

4 Replies 44,256 Views

[quote who="Fallenchar" reply="4" id="3390992"]Best example is an Archer Assasin. He was the first champion I recruited and after 5 hours of playing, he gained only 2 or 3 levels and I did not find a single bow. He does less damage than a single Archer I recruit.[/quote] That seems like slow progress. As mentioned try and take out monsters and complete quests with just one champion and units, i.e. don't stack your champions in the same army. For a mage maybe g

13 Replies 10,169 Views

To turn off Steam Cloud for LH: 1) Start Steam, click on Library 2) Left hand side where your games are listed, right click on FE: LH, click Properties 3) Under Updates tab, untick the Enable Steam CLoud checkbox I suggest you also try and "Verify Integrity of Game Cache". Under the Properties again, go to the Local Files tab.... click the Verify button. If none of that helps, check the how to report and issue sticky

20 Replies 21,097 Views

Yes good spot thanks. (edited my post). I could have sworn i've seen Crow Demons use that against me in the past.... however with me recent testing I can't get them to do it. I'm starting to wonder if the AI has problems with spells that target an empty tile.

18 Replies 16,251 Views

I've been tested a heap of abilities/spells and it looks to me like the AI struggles with a few other abilities too. I'd be interested to know if anyone has seen the AI use Lightning Form or Thunder Strike either, because I can't seem to get the AI to use them. Edit -> Fixed typo.

18 Replies 16,251 Views

Good post, was starting to wonder if it was just me. I've been doing a bunch of testing on this last few days working on my mod... and i've also not seen the AI use a tactical summons. I just created a test case... created some units that have no attack whatsoever... but have the DemonicAlly ability (summon assassin demon).... went into battle again 6 of them... and they all just stand there. I tried increasing the AIPriority up to 7000 and still nothing. T

18 Replies 16,251 Views

Changing SpellDef's is a bit painful. Read this: https://forums.elementalgame.com/434780/page/1/#3378469 You can do it... but to make it work from the mod folder you have to block the default spell, then create a new version (copy the existing one) and set it to have the prereq you want. This is how I block Gift of Iron (which I believe works): <SpellDef InternalName

3 Replies 3,692 Views

[quote who="Murteas" reply="57" id="3389960"]So any chance you are making some new champions with the summoner profession to include with the mod?[/quote] The current version has 4 champs, I will be adding more with the next major release (where i'll be adding 4 new spell schools). The next version (just about ready), i'm putting in a few goodie huts with some of the new units though. I figure seeing as i've created the units might as well throw a few out int

349 Replies 1,270,304 Views

Hi all, Couple of things... I've just been looking at the Flying ability... I see that removes the movement penalty for forest, hills etc. What I find strange is that only the Air Elemental, Crow Demon and Banshee actually have the Fly ability. Dragons don't have this Flying ability so presumably suffer movement penalties etc. I don't see why they shouldn't have this ability? Or am I missing something? Seems only the

1 Replies 1,871 Views

BTW guys i've tested option 5 mentioned above.... it worked pretty well. Except the way I implemented it I had problem the problem that once you cast a spell and the summoner cooldown kicked in.... all the summon spells would be hidden from the spellbook AND from the path screen (when you hover over a spellbook). That was really annoying me. Other than that it worked perfectly... and was rather cool. But I just don't like the fact that while you're waiting

349 Replies 1,270,304 Views

Thanks for the feedback Nightmurderer03. Nice spot with the crown, doesn't look like it's possible to produce a resource from an item. I've changed Procipinee crown to +5 Spell Mastery, +5 Spell Resistance and +5% Spell Damage for the next release.

349 Replies 1,270,304 Views

[quote who="Earth Force Captain" reply="328" id="3389555"]Just starting out modding LH, and I'm trying to add a new faction with new racial/blood. What files do I need to include in my mod folder to get the new racial to work? Also, are there any guides or tutorials out there on how to add a new racial, add new traits etc? Thanks.[/quote] A new blood is quite a bit of work because you have to create a heap of new units to go with it. You create the units and given them

844 Replies 1,935,719 Views

[quote who="Dumhed" reply="325" id="3389491"]Thanks abob101 for the earlier feedback. I sometimes have a hard time using the right query in the search to find what I need. [/quote] No prob. I've asked similar questions to yours in the past so I happened to know there was some info there. Let us know if you got get that stuff working. [quote who="Dumhed" reply="325" id="3389491"]Is there any way to create a randomized res

844 Replies 1,935,719 Views

Good spot DsRaider. Derek - this seems to only be a problem for certain summons, possibly something to do with the Radius maybe. 2 examples where the particle doesn't show are Summon Shadow Warg and Summon Ice Elemental. Would be great if this could be looked at.

7 Replies 5,016 Views

[quote who="StevenAus" reply="319" id="3389305"]Is there a way to only allow (or show) certain Quest choice dialog options based on Allegiance prerequisite?[/quote] I think CoS does this. Checkout this post where it was discussed in the past it might help: https://forums.elementalgame.com/442543/page/1/#3342019

844 Replies 1,935,719 Views