I could be wrong but I think you're going to need the units, at least the Generic Sov ones for it to work on the create screen. I've not done it before so i'm just guessing. There is a race creator tool, here: https://forums.elementalgame.com/433305/page/3/#3319566 Your best bet would be to use that as a start point I think. At least go try it and see what files it pumps out m
abob101
[quote who="OliverFA_306" reply="12" id="3347247"]Would the AI be smart enough to say "this unit is worthless so I'd better disband it"?[/quote] Now this is an excellent question. I have no idea what the answer is but i'm curious if anyone else knows this. In fact i'm wondering if the AI *ever* disbands units? I'm guessing probably not.
No the problem is, how to you actually kill the bugger if the flag is set....? I think getting them to cast a spell would be achievable, you could probably even just have the permadeath injury unlock a strategic level spel using UnlockCombatAbilityl that can only be cast on "self" has a high priority and no casting cost. But assuming that can be done, I can't see a way to actually kill a champion outright via a strategic spell. They're im
In another thread OliverFA_306 said... [quote] For me personally this is very important because I am implementing food upkeep for soldiers in my Population mod and only champions have access to A_ADDITIVE tags, so I am making every single unit a champion, and it would be great to find a way to (almost) automatically make the AI clean fatally wounded (false) champions. [/quote] Interesting.... have you made food a global resource t
[quote who="OliverFA_306" reply="12" id="3347247"]Quoting abob101, reply 11 Yeah not sure how this might be possible? I tried casting a strategic spell on them that applies PermanentDeath but it doesn't kill them (until they get killed in tactical battle next). Theoretically I suppose that you can create a new strategic spell, something like "KillFatallyWoundedHenchman" and give the AI very high priority so it wants to cast it whenever it cans. But I am no
[quote] If you don't mind me asking, could you briefly explain the general steps to do that? [/quote] Yeah not sure how this might be possible? I tried casting a strategic spell on them that applies PermanentDeath but it doesn't kill them (until they get killed in tactical battle next). I've been thinking about it reading these thre
My issue with removing it is all the extra work it creates.. which is time and effort that could have gone towards other things, like new stuff, fixing bugs etc. If removing it is clearly making the game "better" then the effort is worth it, but i'm not convinced that is the case.
Been a problem for ages, I mod them to cost zero upkeep same as Ogres. It would be good to see it done in the core game though.
Yeah I thought about the Autocast option, that would make the unit die at the start of the battle though right? That works fine for the player because they will understand... but it kinda adds another handicap on the AI because it own't understand that the unit might as well be left in the city or retired. The AI will likely have the unit wander around costing maintenance or whatever then eventually though it into battle leading some stack only to die bef
Great suggestion, hadn't seen that one before. Tested it in the content of an Injury ability though and it didn't seem to work.... maybe it only works in a spell game modifier. :-(
Hi folks, (This is for 0.8 LH btw).... Wondering if anyone has any bright ideas on this one.... I am trying to create some units that are basically the equivalent of a Sion, but can cast spells. Now, the problem is... if you copy the Sion unit, then give it an ability that unlocks spells, such as Fire1 or whatever... they can't cast them. When you go into tactical combat, the Spells button is deactivated. It seems that to cast Spells (
Assuming you're talking about LH, isn't it these: 0 TirelessMarch Unit UnlockSpell TirelessMarch -1 I could b
Guys, I think there's some kinda of funky UI bug that affects, at least the Sion and possibly other units. Haven't tried henchmen yet but will later. Basically.. if you have a Sion, and you double click their portrait in the bottom left of screen to bring up their Unit Details screen... the buttons for "Details", "Equip" and "Traits" don't appear. If you double click on the Sion on the map in the strategic view, the buttons appears fine. He
Increased maintenance for unis (Pacifist) is an interesting one. DsRaiders faction traits mod has an ability "Corrupt" which is -20% Gildar and -20% Influence (FE version). Your Spendthrift trait has -10% Gildar. I'm wondering what everything thinks is about right when compared to other faction traits?
[quote who="Derek Paxton" reply="21" id="3345508"]Awesome feedback, I particuarly love DSRaider's balance points. Many will be coming in the next patch.[/quote] Excellent! (sorry don't like posting one word like this, I know it can be annoying... but this is good news and warrants feedback). [e digicons]:thumbsup:[/e]
Yes please!
OK so i'm waffling on now, but here's some screens of what i'm talking about just for fun [e digicons];P[/e] Not sure if we're allowed to be talking about modding LH at this stage but anyways. <img src="http://i.imgur.com/6Nt
Yeah so the reason for this OP was, a lot of the faction traits i've added have various monsters units and stuff to try and add a bit of faction diversity. Generally I cap these units though. In this case i've got "Ogre Alliance" faction trait.... it lets you train Young Ogres, Ogres and Bone Ogres... but you have to build Ogre Pits to get them. They are zero maintenance so you can only have so many. At the moment i've got this <Improvement
[quote who="OliverFA_306" reply="3" id="3345444"]Care to share what you are working on? [/quote] Oh wow, I only just figured out how to quote properly! Well, I'm kinda working a mod to create a bunch of new factions. It started out very innocently... I don't really go on any of the default factions very much. and I like big maps with 10+ factions, so I started creating a heap of my own. Then I ran out of faction traits to make them different.
HF / parrottmath, Thanks that's heaps easier. Appreciate all the responses. [quote] Lots of reading the current XML [/quote] Yeah I do a lot of searches for through the files for things I think might work... in this case I had already searched for "CityLevel" and "City_Level" in the CoreImprovements.xml file but it's not used in there so I assumed (wrongly) that there it didn't exist. <spa
Dude, that's a good workaround thanks. It happens to work pretty well in this case (which is nice for a change) in that because the ImprovementType's retain all their tags when you add something via the mod folder (as mentioned in the most useful mod post ever https://forums.elementalgame.com/434780 ).... you can easily add the CityLevel resource to all the hubs just with little stubs like this in your mod folder: &l
Guys does anyone know if it's possible to use the City Level in a GameModifier expression in improvements? So i'd like to have an improvment that grants say +1 gildar per City Level? I can see the onse that let you use the TileYield but can't find any examples that use City Level :-( Cheers.
@DsRaider - good suggestions.... agree with all of them.
[quote] I definitely agree that most tactical battles are decided on the first turn and are over far too quickly for many game mechanics to have any worthwhile effect. [/quote] Yep this statement pretty much sums it up. In FE because units start further away, you at least have a bit of an opportunity to get some tactiacl spells in (buffs etc). Starting so close in LH compounds the issue. Some good points here
[quote] The main flaw of the FE encumbrance system is having only 2 points at which it has some effect (40% and 80%) If the effect is for each % as mqpiffle says, it becomes much more meaningful and the game is way deeper. [/quote] Yeah this. More granular encumbrance would have given a similar end result than what we have now (small initiative penalties for each armour item). To prevent mages running around in full plat