abob101

abob101

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

[quote who="Naidrev" reply="29" id="3385911"]The reason I mention this is because right now, most of the summons' levels are not directly linked to amount of shards controlled. Some of them are, and the decision seems to be random.[/quote] Yep that's a fair point. Initially I had it setup so that (almost) all the summons got +1 level per shard, so even the Shrills etc. So in the early days it was consistent, you knew you'd pretty much always get a level bonus f

349 Replies 1,270,089 Views

[quote who="LightofAbraxas" reply="283" id="3385448"]Does anyone know what the tag does for champion perks? It seems redundant with everything having prerequisites?[/quote] It was added a few versions ago in LH. I could be wrong but I think that's what is now used to determine when to hide stackable abilities - like when you have dodge1 and dodge2, only dodge2 is displayed on the unit card. Pretty sure it's now the upgradepath that does that rather t

844 Replies 1,935,373 Views

BTW just with #1, you should be able to use a Unitstat to present 2 options for the tinker ability... one for mancer and one for everyone else. They'd both appear though, you'd have to have them in different locations on the path. The one that is not available would be disabled. You'd have to give all mancers the unitstat.

4 Replies 3,211 Views

[quote]1) Is there a way to make an ability vanish using any of the 'restricted'-Types or a workaround to query if something is NOT true? [/quote] To the best of my knowledge (and i'd love to be proven wrong), the only thing that works this way is the Allegiance prereq (like the Wisp/Lightbringer/Summon Skeleton abilities). I don't think it's possible to hide/show an ability depending on race or AbilityBonusOption. Real

4 Replies 3,211 Views

I don't believe that's possible. My understanding is that they're all individually placed props in each tile/building. I don't even think there is props for non humans. You could probably make them... and then manually place them on a new tileset.... tons of work. Someone more knowledgeable that I will no doubt correct me if i'm wrong.

4 Replies 2,628 Views

I think FE/LH would work pretty well for a LotR conversion, although having said that there is already lots of options around for playing LOTR mods. You'd probably be better off going with LH though as most people seem to have moved onto it.

2 Replies 7,433 Views

[quote who="Brainjuggler" reply="25" id="3385537"]Isn't this exactly what the Summoning Pool was invented for? Maybe the pool needs to go way down and the mana costs removed completely?[/quote] Yep! Though I still want the summons to have some maintenance cost also. So I think it's all about getting the mana vs summon pool balance right. With the dragon example, another way to tackle it would be to (greatly) increase the summon pool cost/maintenance...

349 Replies 1,270,089 Views

Great feedback guys thanks. Couple of things... [quote who="Brainjuggler" reply="23" id="3385443"]The problem with lots of mana maintenance is that then your empire can't cast anything else. [/quote] Yep I'm trying to avoid that situation as much as possible. That's why I tried to keep the maintenance cost for most summons down to 0.5 mana/turn. I agree though, that if the dragon stays (and i'm toying with getting rid of it) increasing th

349 Replies 1,270,089 Views

[quote who="ManiiNames" reply="17" id="3385241"]Played a few partial games with this mod. Frankly I think the main branch is too strong. [/quote] Yep you're right, it's way too strong. That was the last thing I worked on and probably rushed it a bit without thinking through the balance enough. Will make some big changes there next release definitely. From my games, i'm actually starting to think the whole Summoner path might be a bit overpowe

349 Replies 1,270,089 Views

[quote who="Brainjuggler" reply="15" id="3385028"]I hope this is an anomaly:[/quote] Yeah that seems a bit strange, I doubt that would be anything to do with the mod though - I guess it could be but it shouldn't affect experience gains (much). If you happen to see something like that again take a screen grab of the high level guys unit card, specifically the abilities... would like to see what path and traits they had. What size map and how many opponents were in t

349 Replies 1,270,089 Views

It might actually be giving you double the benefit to, i.e. it could be more than a cosmetic issue. Regardless it's not "normal behavior" even for a mod. I'd suggest you move this thread out of LH Support (because Stardock won't help in any case if you have mod's installed). If you move this over to the LH Modding section you'll probably get feedback from the guys who created the mods. I think you can move the thread via the edit button.

11 Replies 5,982 Views

Thanks Brainjuggler, yeah I just really wasn't into the direction they took the Mage path. I think/hope this mod provides a more interesting alternative. I haven't had as much time to actually play it as I would have liked (still working on mod stuff) so the balance is probably all over the place. Let me know how you go and if you spot any problems, cheers.

349 Replies 1,270,089 Views

Hi all, I'm guessing this might have been asked in the past but I can't find anything. Does anyone happen to know if there is a way to have a strategic spell (say an enchantment) target: 1) all friendly units (globally) 2) all friendly units in your zone of control 3) all friendly units stationed in cities 4) something remotely similar ? Thanks.

1 Replies 2,963 Views

@NaytchSG I haven't tested against 1.3 but assuming 1.3 is mostly AI stuff it should be fine. BTW, let me know if you have any trouble with the icons etc as reported by the guys above. [quote] Will we see your Druid class soon?[/quote] I'm not creating a Druid class, but I'm am working on mods that build on this one. The next mod I plan to release will be an addition to this one, and should include 4 new spell sc

349 Replies 1,270,089 Views

Yeah the path selection screen is horrible from a modders perspective. I'm trying to figure out if it's possible to at least put next/previous buttons on it so you can click to see the next lot of paths. I've got some other mods in the pipeline that add more paths so need to try and find something better. @sjaminei/Victor5 - can you elaborate on the icon problem.... are there icons missing.. ability icons or spell icons? Or is it that the trait trees are

349 Replies 1,270,089 Views

[quote who="Woffle99" reply="14" id="3382652"]I'm done with their games (not that they or anyone will particularly care I'm sure, but still - not a lot else I can do except let my wallet do the talking)[/quote] I understand your point, but i'm just not sure it's worth throwing in the towel over. Aren't we talking like a 5 bucks difference here or something similar? LH is a great game, regardless of whether it's an expansion, standalone or whatever.

28 Replies 83,497 Views

OK just did some quick tests... the water percentage thing works, but maybe just not 100% as to what you're hoping for. If you try a large/huge map.... and test the difference between... this 5 5 and this 45 45 You'll d

844 Replies 1,935,373 Views

Is it just me... or are the particle effects not showing for tactical summons? As far as I can tell when I cast Summon Shadow Ward in tactical it is supposed to play the "Y_SummonDeathDemon_Particle" particle... but I see nothing? Similarly all other tactical summons spells have effects specified in the xml. Can anyone else confirm whether they do or don't see any particles for any of the tactical summons? Thanks.

7 Replies 5,013 Views

If you take a look at this mod (which is an old one for FE not LH): https://forums.elementalgame.com/436540/page/1/#3293827 I believe it mucks around with water percentages for random maps. This definitely used to work in FE because I used to have water percentages reduce on my random maps. I'd be surprised if it's not possible to reduce the percentage in LH the same way.

844 Replies 1,935,373 Views

[quote who="jonasadolphson" reply="6" id="3381047"]when the single handed weapons are vouluntarily carried two-handed[/quote] I could be wrong but I don't think there is a way to have a weapon be wielded either one or two handed. Each weapon is one or the other. So a particular type of axe could have a one handed version, and a seperate two handed version (with your +50% damage) but they'd essentially be 2 different axes.

7 Replies 5,066 Views