You could definitely have 2 completely different versions of the same path using the Allegiance prereq. Can't think how to split the Sov and Champion paths though. I have some new paths that are intended for champions (and not Sov's) but haven't been able to stop them being chosen by a Sov. In fact i've had a pretty good go at it and can't find any way to restrict access to a Path at all :-(
abob101
[quote who="Heavenfall" reply="15" id="3364306"]No, I was testing from the mods folder.[/quote] Well bugger me this is a strange one.
@HF - my money is that you have tested it in the core folder? Just tried it here and found it worked for me if you put the UnitType in your core file location, but doesn't work from the Mod directory. Edit - "Firefly" worked if you tack him on the end of the CoreUnit file too. Bummer - add this to the mod insanity issue list :-(
[quote who="kwm1800" reply="4" id="3364057"]You are confused. The stuffs that existed on FE and still available in LH will work, thus some mods can be updated for LH. But none of 'new' features such as skilltree won't be moddable, and Stardock made it clear they have no intention to support mod in viable future.[/quote] Eh? You can mod the skill tree. There's some limitations but you can mod it. Of course it would be useful to have an
[quote who="Gandalftheredskin" reply="3" id="3363473"]Make Diplomacy matter.[/quote] And i'll take one of those also, thanks.
[quote who="Heavenfall" reply="1" id="3363408"]Multiplayer 64-bit .exe Steam workshop[/quote] Awesome, where do I sign up?
Thanks for the ideas (i've added a Blink Dog and Storm Giant). Still working on this... It's coming along ok, just taking a bit longer than I thought... creating a few more monsters than I initially planned which is taking time... and had a few other ideas that i'm adding. Will post some more info soon.
Pretty sure it's in CoreSpells.xml Swarm Bonus When a unit attacks, they get a bonus from allies that surrround their target. Unit UnitEnchantment <SpellTy
Hi all, Does anyone happen to know if this type of thing: CityDefenseSummon SummonUnitByClass 2 4 +2 City Defender Groups CityDefender works as a GameModi
I believe it's in CoreImprovements.xml, do a search for "LevelBarrier" and you'll see it on the CityHub's.
[quote who="ins2" reply="8" id="3361999"]I am currently replaying Lords of Midnight in my iPad: No animations, no cute UI screens, no graphics to speak of, but I can't seem to put it down...[/quote] Lords of Midnight on the iOS..... what the!?!? How did I not know of such things, awesome! [e digicons]k1[/e] [e digicons]:beer:[/e]
I believe that you can purchase spellbooks via the Shop when near a city, tehy're called the Tome of the Mountain, Tome of the Wind etc... the spellbooks when read give you level one in whatever element. You need to research the Spellbooks tech first to unlock them. Someone will no doubt correct me if i'm wrong.
[quote who="Kamamura_CZ" reply="3" id="3361470"]However, the AI can have a negative amount of iron and still keep on building iron-dependent units.[/quote] Are you sure? How do you know this? [quote] the AI can raze your cities instantly, while you have to spend turns doing the same to it. [/quote] Really? I thought in LH the player can raze a city instantly... or am I imagining that chang
You could mod in a pioneer limit right? So you wouldn't want it hardcoded surely.
Cool - Just so happens I need a level 2 fire summons, I'll check out the Magma Elemental, that might work :-) Then i'm down to pretty much just needing something for Air level 3 (something roughly equivalent to a Crag Spawn or Lightbringer) and Life Level 1. Open to suggestions....?
@HF - Regarding the problems adding unitstats to items.... i'm wondering if this is still an issue. In LH, shields have a unit stat, and a likelihood of drop etc... for example RoundShield has this stuff... Unit AdjustUnitStat UnitStat_IsShield 1 Enables abili
Woa, what the heck! Can I somehow add another tab to the spellbook using that...?
Does anyone use the spiders?
[quote who="OliverFA_306" reply="35" id="3357472"]Despite being three times in the spell book the words "Basic", "Expert" and "Master" will help differentiate them and not look like complete copies.[/quote] Yeah thinking about that one, that's definitely an option. I've pretty much got it all done now, other than I need to create about a dozen more monsters/units to fill in the gaps so that there is at least 5 types of summons per element. Then i'll
@Frogboy - some good posts there thanks. [quote who="Frogboy" reply="31" id="3357224"]Now, if you want to complain about something in LH, complain about the diplomacy system. That is the single biggest disappointment in the Elemental games IMO. [/quote] We have been! ;-) And yes I agree. [quote who="GFireflyE" reply="40" id="3357289"]yes. diplomacy expansion would be pretty sweet.[/quote] Yes pls me too, i'd pay for if it... hell put it o
I have a Druid Sov in my (wip) mod. I'm not a fan of posting info about mods until they're pretty much ready to go, but I kinda like this guy so here's my take. He's probably a bit cheesy for some but anyways. He has access to 2 new spell schools, "Nature" and "Beasts" that i'm working on, the Beastlord trait and access to a few specific abilities unique to his faction. No shapeshift though, can't think how to implement it. Hopefully one d
[quote who="DsRaider" reply="6" id="3357167"]The thing I am worried about is how to restrict the mounts to units in a group of 1.[/quote] Wouldn't this work just by adding: UnitGroupingType_Single To the UnitType...? Edit..... ok hangon it's the mounts sorry I see the problem.
[quote who="DsRaider" reply="4" id="3354969"]Also now units you can't afford show up in the unit list greyed out so the old workaround for having improvements as prereqs for units doesn't really work as well. Anyone know if there is another way to do it that prevents the unit from showing up in the list at all until you have the right building?[/quote] Hiya... Just curious about this one. Is the issue with this that you're maybe using a resource to restrict access to
[quote who="OliverFA_306" reply="33" id="3357019"]So you want the ability to affect ALL summoners? [/quote] I don't *want* to do it that way... just thinking of different options. I can do it with multiple spells (as per your suggestion), but i'm rather hesitant to go for that option as then there would be duplicates showing up in the spellbook for a lot of spells. Haven't completely ruled it out but i'm trying to avoid it if possible.  
Ah of course. Anyways back on track.. don't want to hijack your thread. Looking forward to Children of Storm. I didn't get around to actually playing Stormworld much in FE as I only picked it up late last year, but was always amazed but the amount of stuff you managed to cram in there (the Reliquary - wow!). So good luck with it and I look forward to given the LH version a good go when you're done.