Good Morning Starting another game. - My hero picked up two recall scrolls along the way. The second recall scroll I chose to 'use' right away, successfully teleporting me back to my capital. However, the icon on the hero details for the Recall Scroll shows that I still have two available for casting. I check the Equip screen, and there is only one Recall Scroll. Small bug? - AI and Monsters should not be allowed on the same tile together.
GFireflyE
Playing another game with your 1.1 version. - Undead have built 2 nearby resources. - Unfortunately, they are right beside me and thus will be wiped out shortly. - When attacking there Capital, I noticed that they do not have any city defenders. Are they supposed to?
[quote who="Primal_Savage" reply="1" id="3434611"] Little bit off topic here, but I thought bumping the Min/Max tile yield created its very own problems: Quoting Sanati, reply 8 Edit: Ya, don't do what I did. Apparently the AI ignores the rules and looks for 6 yield tiles to settle on even if they aren't valid tiles for settling. This is why some people see AI cities on tiles with no yields, they actually do have yields the player just can't
Good Morning I've come to a conclusion. It's been...well since beta 0.8...so it's been awhile....and the master quest is still far too easy and too localized. My conclusion is that this game requires a new master quest. I however know I do not have the modding experience to deal with this...sigh. Is it possible to change the master quest from Pit of Lost Voices to Dragon's Eye Quest ??? Is it possible to
Good Morning Am playing a game with your 1.0 version. Just stopped by them on turn 125 to see how they are doing. Here's what I found out: - They have 3 cities.....ALL villages still. Considering that I have a level 3 city and a level 4 city, I'm thinking something is wrong. - There were several really good locations for outposts near them, yet no outposts. In fact, it looks like they haven't built a single resource. - They REAL
[quote who="Primal_Savage" reply="4" id="3434563"] Well, what I'm gonna say is somewhat contradictory with what I wrote earlier in reply #1 (and yet...) but in the original CoreAIDefs.xml, there are NO values above 5.0 for "Game Phase Priorities" When I did mod it myself (XtraSavageAI_GamePhase.xml), I made sure not to go above 5.0 and instead, I worked on the relative value of each category. <br
Good Morning In the ElementalDefs.xml file, I have made two changes to increase the visible tile yields in the game. - Increased MinValidTileYield from 6 to 7 - Increased MaxValidTileYield from 9 to 10 This change has been met with great success, imo, as the AI are forced to choose better locations in which to settle and there are fewer available 'garbage' locations lying around. That said, I have recently notic
[quote who="Rotlung" reply="2" id="3434469"] I think it's mod-related. The AI is expanding quite quickly in my games.[/quote] okay...so if it's mod related, then the journey begins for me to determine which mod(s) is causing slow growth amongst the AI. I'm instantly drawn to DSRaider's AIplus mod whereas his AIDefs+.xml file tweaks all of the AI priorities. A second opinion? http
Interesting. Will look into it. Gotta make sure the result is still compatible with Parrotmath's MilitiaArmor mod...to maintain balance of the militia and archers to that of the unique units. Thanks for digging this up.
Really do love this mod. Items are very balanced for the most part and so many of them are intrinsically unique. Awesome job! [e digicons]:thumbsup:[/e]
Good Morning In the recent games I've been playing I have noticed what I would construe to be a problem: The AI doesn't expand in the early game. It usually takes an AI player 50-75 turns before building his first outpost....and doesn't build his second city until turn 100. Considering I have 3-4 cities by turn 75, the game is already over. I can queue 4x as fast as any of my opponents. There is only one AI type that seems to keep up: The expansion ty
[quote who="fsemprini" reply="17" id="3379327"] You have to scroll down to see the 6th path - Ranger Path Or you can download TraitPathChoiceWnd.rar and extract the file TraitPathChoiceWnd.dxpack to \Steam\SteamApps\common\FE Legendary Heroes\screens Please don't forget to save the original TraitPathChoiceWnd.dxpack for backup! [/quote] LOVE IT! Thanks. It's a real shame this doesn't work fr
[quote who="Spiffy McBang" reply="3" id="3276370"] I know I can design units to have horses, but is that the only way to add them? Kind of wish you could upgrade units to have horses like you do with armor and weapons.[/quote] +1 Awesome idea! Implementing horse/warg mounts in the Upgrade screen would be really really awesome.
That sounds.....glitchy...
[quote who="Primal_Savage" reply="11" id="3433871"]Update [Feedback always welcome!] - Toned down most XtraLessUnrest files. They still do a damn good job at helping the AI expand. [/quote] I'm actually really enjoying DSRaider's attempt at reordering the AI's priority at city improvements to focus on unrest and production (found within AIPlus). Perhaps something to look at to further improve AI expansion?
Here are some more comments/notes/suggestions: I've started another game as Tarth as I wanted to try out the Ranger Path mod. Also added in the Upgraded Dead mod in addition to the ones at the top.....but removed the AIPlus mod that I commented on a little earlier in this thread (didn't think it would be fair to comment with that one running) - Came across Magnar's capital city Imperium. It's a level 2 fortress....yet the city icon is still
I'm not a member so I can't really get in to offer this suggestion.....but I'm hoping someone on this thread will carry the torch: With all the new worlds being developed for Star Citizen, I truly hope there is the occasional Dyson Sphere.....maybe from and ancient alien race. ;) That is all. Thanks.
[quote who="Viperswhip" reply="8" id="3433662"] Well, I have heard tell and seen the odd screenshot where people raise mountains around their territory with only key choke points for entry and exit.[/quote] Raise/Lower land @ 5 mana per cast is outright abusive. First thing I did was modify CoreSpells.xml and change the mana cost to 25 mana per cast. I tend to now only use those spells for strategic advantage.
Star Citizen. This game will get my money. I have been waiting for decades for the proper 'Privateer 2'. Sure, Star Citizen may not be in the same series per se...but I'm really looking forward to exploring a VERY dynamic universe.
- You cannot clear swamps. IF you want to, I recommend downloading Parrotmath's Swamp mod in which you can build some swamp improvements. Cancelling those improvements turns the tile to blank city and then you can build almost whatever you want on the tile. - Why do you raze your outposts? They exist for your benefit. The Arcane Monolith is effectively the same structure as a pioneer constructed outpost. It just costs mana instead of population and queue time. Hope t
Tossing some hate into the thead. Running Steam in Offline Mode.....and it STILL requires you to logon and update occassionally. Was away from my internet connection and I couldn't PLAY my games until steam updated..... HATE steam. /endhate
[quote who="Darxim" reply="2" id="3433599"]... but I've kind of given up on it, and this game because of them. I really like the game, but the bugs can be too frustrating. I've lost games to bugs. [/quote] Little sad but true story here: I was just speaking to a friend yesterday this kind of thing. He never posts and isn't interested in the threads at all. He's interested in playing the game. He found LH on a steam sale and reall
[quote who="NaytchSG" reply="22" id="3433322"]I also play with dsraider's AI and new factions mods, abob101's Demon and Wizards mod, your version of the unique city defenders, parrotmath's snaking, swamp tiles and armored militia mods, and Hellion's Black Market Bazaar. (ooh ,Hellion's just updated with more stuff )! [/quote] if you don't mind....toss me some balance notes the unique defeneders. An outside opinion would be very helpful...
[quote who="tjashen" reply="1" id="3432870"] This mod has been added to the Regularly Updated List of Mods for E:LH, under extensive mods. [/quote] Thanks. Probably the right place for it until I figure out to make the mod without modifying the core files...
Will be keeping my eye on this mod. [e digicons]:thumbsup:[/e] testing and feedback to come...