abob101

abob101

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

Mmm thats a bit of an issue. Probably should be that those profession abilities don't count or are deleted for any Sov's that join you through surrender. Even looking at Scholar which is now a profession. Does it make sense that you get +20% research when you conquer a faction and their beaten up Sov decides to reluctantly join you.... probably not.

13 Replies 58,529 Views

[quote who="SnakeField" reply="5" id="3351127"]CoreUnits.xml needs some serious attention. A lot of the poorly designed units are in that file. This won't solve the problem entirely becasue the AI can design units outside of that file[/quote] My understanding is that the AI can not design any units outside that file... what do you mean by this?

9 Replies 14,619 Views

[quote who="GFireflyE" reply="3" id="3350064"]How would we be able to build our own champions if we cannot mod existing ones?[/quote] Do you mean champion paths? You can mod existing paths, at least to an extent. You can create a completely new path. You just can't (currently) block a path, or restrict it to a specific faction/race. And you also can't have an ability that is only available if you have a particular faction trait. For exampl

37 Replies 26,759 Views

[quote who="OliverFA_306" reply="2" id="3350043"]Where you successful in removing paths?[/quote] Nope, haven't been able to remove them :-( Really really want prereqs working for them, so that we can say create an alternate version of a Path unique to a faction. It was possible in FE but not (yet) in LH. @Frogboy/Kael - can you please consider taking a look at this for us at some point.

37 Replies 26,759 Views

I found this too. I'm hoping that we can get some Prereqs working on the Paths, as well as the abilities in the Paths themselves. The only Prereq that seems to work properly for abilities in a path is Allegiance. You can add a path... but you have to use the mouse wheel to scroll to see it. I'd be great to have the Player (faction trait) prereqs work for Paths, as well as for the abilities in the Paths.

37 Replies 26,759 Views

[quote who="parrottmath" reply="45" id="3349626"] Quoting abob101, reply 44 This is how it works in Total War series (Medieval2 at least probably others). This is a poor example as the total war series map is NOT random. There is a fixed map with fixed cities and therefore the roads created there could be hand placed.[/quote] Well, correct in that the maps are not random. However the roads are definitely not hand placed on the map (the cities

52 Replies 174,816 Views

[quote]In addition to default tax settings ideally I would love to have sliders for unrest in the game setup menu or to have City unrest dependent om map size as well.[/quote] Yes pls. At the moment you can't really play a 2 player game on a large map and have each side with a dozen or so cities. Well, you can but he unrest gets a bit crazy. That sort of game might not appeal to many, but it's nice to have the option of setting up different types

16 Replies 22,702 Views

[quote who="Schepel" reply="39" id="3349494"] - Roads as a 'building' you can purchase in a city. Once you upgrade your city to roads, it will connect to the nearest city you own.[/quote] [quote who="GFireflyE" reply="40" id="3349502"]Roads should be upgradable: Path - Road - Hiway[/quote] This is how it works in Total War series (Medieval2 at least probably others). You pay to build a "Road" improvement in a city, which when constructed auto connects

52 Replies 174,816 Views

[quote who="Derek Paxton" reply="3" id="3348963"]I'm not sure how to respond to this. I don't understand what you want.[/quote] Well FWIW that makes 2 of us. That's a lot of typing without actually stating any issues with the current system or stating whats so great about road building in these other games. OK so LH road building sucks and other games road building doesn't, right got that... but whats wrong with it exactly? I&#3

52 Replies 174,816 Views

[quote who="FuzzyGold" reply="9" id="3348368"]I would like to eliminate the 3 city types and have a leveling tree.[/quote] Ohhh wow, I think I like that idea.

14 Replies 19,959 Views

1 means that you can train the unit, but you can't edit it's design. So if you have this tag set, and you go into the unit design window... you won't see this unit in the list of editable units. Units like the BoundWidow have this tag set. So if you have a monster type unit that you have added as a trainable unit... you would generally set this tag. Regardi

18 Replies 14,952 Views

[quote who="thadianaphena" reply="7" id="3347442"]I am open to ideas about which should be the Henchmen. So far, I am using Forest Drake recolored red, named Blood Drake. I set 1, but did NOT set it as a champion.[/quote] Not sure if you're uding FE or LH but Just bear in mind that I think if you do that.... and someone selects the mage path and unlocks spells.... I don't think they'll be able to use them. [quote who="thadianaphena" reply="8" id="334

18 Replies 14,952 Views

[quote] Had a look at that spell.... I see it uses a PermanentDeath GameModifier. Which doesn't kill them (rather seems to sop them resurrecting if they are killed). However it's also got the StealSpirit modifier. Did a quick test and added the StealSpirit to my "KillChampion" test spell and sure enough it kills the bugger dead. with due respect, I think you are wrong at this one

30 Replies 102,774 Views

[quote who="N1ghthavvk" reply="1" id="3347556"]Then maybe the shared vision can be a researchable tech and shared research, too. [/quote] Agreed that'd be great.

3 Replies 11,090 Views

[quote who="parrottmath" reply="16" id="3347293"]Ever hear of the spell steal spirit.[/quote] Hmm good one.... didn't think about that one because I don't use it (I like my champions and tend not to kill them off as a habit! :-) ) Had a look at that spell.... I see it uses a PermanentDeath GameModifier. Which doesn't kill them (rather seems to sop them resurrecting if they are killed). Howe

30 Replies 102,774 Views