abob101

abob101

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

[quote who="Dumhed" reply="317" id="3389283"]How do I make a unit dependent on a building? For instance, I'd like Archer's to be produced by only if there is a woodworking shop, etc. [/quote] Unfortunately it's not as simple as you'd like. There's no nice tag to do it. You've got to use a bit of a workaround. Basically you create a new local ResourceType and have the improvement produce the resource.... then have the unit require

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[quote who="Dumhed" reply="316" id="3389209"]How do mod files work when "conflicting" with the main game files? that is... say I want to make it so the Logging Camp cannot be built by a custom faction... if I edit the coreimprovements file I can make a prereq. but what if a mod file has the same improvement with the same internal name... would the mod file override the main file? For things further down the tech tree, i can easily make a new tech and t

844 Replies 1,935,387 Views

[quote who="Dumhed" reply="315" id="3389038"]What determines the zoom distance for a sovereign in their info card? I have a sovereign that in new game selection is zoomed closer than all the others. I'm not really sure how to make the sovereign the same size as the others.[/quote] That's a bit strange. Have a look at the xml file for that Sov, it should have lines like this... Procipinee_CutscenePack <br

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Guys thanks for all the input. It's really helpful because I like to bounce ideas around. I've just been working on this now.... i've got yet another option which i'm thinking about... i've edited the previous post... but to make it easier here's the list of options again: OK so assuming I can't fix the bug described above (and it's highly unlikely unfortunately), i'd really welcome any thoughts on what to do about it...

349 Replies 1,270,126 Views

[quote]So...unit enchantments are permanent until death?[/quote] Nope. Click on the mana resource icon at the top of the screen. It should list all your active enhancements and you can dispel them from there.

3 Replies 3,221 Views

It's really easy, you can set the medallion for a Sov (or any other champion/unit) like this if you want to give it a go... 1) Get your image, resize to 256 x 256 and save it in png format to your LH Mods\Gfx folder.... it will be a location something like this: C:\Users\Master\Documents\My Games\LegendaryHeroes\Mods\Gfx Call the file portaitofmycoolsov.png or whatever you like. 2) Find the xml file that specifies your sov, so go create a custom Sov us

15 Replies 48,552 Views

OK I see. It's easy to change the "medallion" image for sov's and champions... the medallion being the lower left corner of the screen when you select a unit/champion. You just can't do it in game.... but if you are prepared to edit the xml file you can easily add a custom medallion image for your custom sov after you've create him/her. Not really what you're after but better than nothing.

15 Replies 48,552 Views

[quote who="ManiiNames" reply="45" id="3388780"]I know Heavenfall implemented a spell for the Centaur Sovereign in which he is summoning something and is locked down for a few turns while doing so. [/quote] Thanks wasn't aware of that.. just had a look, it's (Centaur Sov spell) setup the same as my stuff. Probably unlikely you'd ever see it though because it's just the one spell and would only manifest if the Sov was not on top of the stack.

349 Replies 1,270,126 Views

Just thought of another option, I could remove the casting time but add a cooldown for strategic summons. Tactical already has a cooldown so it would mean they work kinda the same. Possibly also increase mana cost for strategic summons for balance. I did a quick test of the option 3 above, and although it works to set movement to 0 for a few turns... I can't seem to get it to prevent further spells.... so it might not be an option :-(

349 Replies 1,270,126 Views

Cool thanks for the feedback [e digicons]:thumbsup:[/e] Working on a couple of updates for this now, will probably include a fix for this bug also. Would be a shame to scrap the casting time, I liked it as a way of stopping summons abuse... will have to think about it.

349 Replies 1,270,126 Views

OK so assuming I can't fix the bug described above (and it's highly unlikely unfortunately), i'd really welcome any thoughts on what to do about it... I can think of a few options.... 1) Leave it - just live with the bug and write it up as a known issue in the readme 2) Scrap the multi turn casting times for strategic summons, possibly increasing mana cost or something else for strategic summons instead to balance it 3) Change it so that the summons happens

349 Replies 1,270,126 Views

LordTheRon - good spot. I've been able to replicate it and unfortunately looks like it's a bug. The bummer is that it's not just the Ignys spell... there's nothing particularly wrong with that spell... you can replicate it with any other spell under the right conditions. I am presuming you have 2 champions in the one stack and you're trying to cast a summon spell (Ignys) that has a cast time greater than 1 ? What I found is that if you do that,

349 Replies 1,270,126 Views

Yeah i've seen that too, I think it's a bug. You can double click to build stuff that you don't have enough resources for. If you select the improvement the Build button is disabled.... but it allows you to double click (bug).

3 Replies 4,167 Views

[quote who="Dumhed" reply="306" id="3388213"]Is there a way to limit the total number of a certain type of unit in the world?[/quote] Yes you can do this using a custom resource type. Check out the first few posts of this thread: https://forums.elementalgame.com/439334/page/1/#3311666 [quote who="davrovana" reply="307" id="3388221"]It would be even better if once those units die, the faction co

844 Replies 1,935,387 Views

[quote who="StevenAus" reply="296" id="3387810"]To test out modifications, how do you get a Quest Hero to join you without doing the quest?[/quote] If all you want is to see the Hero in action, can't you just add this to the Sov you want to test with... Map SummonUnit NameOfYourTestChampionOrUnit &

844 Replies 1,935,387 Views

[quote who="LightofAbraxas" reply="289" id="3386499"]Also: I've been toying around with new resources, and have successfully added some, but when I mouse over the resource in the top bar, the description reads as "String Not Found". I have a description tag in the code for it, anyone know why it's not being read?[/quote] Yeah bummer that, it's not the description that shows. You can fix this, but it requires editing core files. Specifically, go take a look

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