sjaminei

sjaminei

Joined Member # 4872723
2 Posts 125 Replies 11,640 Reputation

You would need to find the code doing the descriptions and remove one of them. Try searching for lumberyard and governor in the xml files who seems appropriate (buildings etc.). If you remove the *** line it should probably work without doing anything else to the mods.

11 Replies 5,980 Views

[quote who="Cackfiend" reply="15" id="3384741"] I did read the entire post and understood it, unlike you. You have to understand that for MoM fans to see the "spiritual successor" of MoM to be released with the very thing that MoM didn't have is the equivalent of blasphemy. It's truly shocking really, and why you see so many passionate people make threads about multiplayer.[/quote] So you bring religion into the picture as well now, no wonder you weren't m

37 Replies 132,078 Views

Looks like mod interference to me. You can't "clean" the old stuff from the mod folder, so if you have something modifying those buildings/traits there, you would get double, like you see here.

11 Replies 5,980 Views

[quote who="Cackfiend" reply="12" id="3384721"] years ago? https://forums.elementalgame.com/439794/page/1/#3314759 [/quote] If you actually had read the entire post properly, you would understand that that "MoM" reference you are using are for the first "failed" elemental game back in 2010 or something. FE and FE:LH are different games , the designer for these g

37 Replies 132,078 Views

Yes AI's can do "your" quests, and they can disappear like that. And of course your mages can have massive 2-handers, as long as you are careful. (they usually have low HP/armor) But if you aren't sure if you want to spend mana, go for Water3, you get an enchantment reducing mana costs with 40% there. Escape scrolls are drop only. So you are better off making a cautious sovereign in the custom screen if you haven't figured out when to fight yet ;)

15 Replies 9,545 Views

#1 Trading and economics autobuilds for you, to cities and outposts respectively. (if you play Capitar, their pioneers can make roads manually) #2 It won't. Don't go into the fire and you'll be fine ;) #3 Yes, mages are using mana to kill :p, the staffs are really pitiful except really early in the game. The other weapons give you special abilities (crushing blow from clubs etc.) and has more attack. So only use weapons for their stats. (initiative, +crit spelldama

15 Replies 9,545 Views

The sovereigns death costs 50% of their mana. It can hurt a lot ;) If you really want to kill him, freeze him in place for 10 turns and use Curgens volcano on him. As for heroes, I think the design is a bit silly that they "retreat" to the nearest city and can fight again, just to get more injured. They should be locked out of the fight or transported to the capital instead.

20 Replies 13,298 Views

CoreAbilities.xml, copy Life-Life 5, and all life spells in CoreSpells.xml. You need to copy those and modify them to a new path like I did with death spells. It's a bit of an hassle, and not a quick fix sadly ;) The mod only works when Death1_2 is put into your sovereign. It should do nothing without it, and you could even forget it existed ;) Savefile can't be "modded" after

7 Replies 18,395 Views

What? So it's hardcoded and impossible to remove then? Kinda lame, crit for trained units could be a fun spell if tweaked properly. :( [code="xml"] Crit Chance CRIT Percentage chance a unit&

844 Replies 1,935,025 Views

[quote who="sjaminei" reply="251" id="3382932"] I've run into a kind of roadblock, I made a new town essence spell that gave 5% crit chance pr essence, but it flat out refuses to work on regular units. They get the stat value, but never crits, no matter how high I put the value. (I had a 500+ crit unit, and it never crit.... and no I did not attack skeletons or other crit immune units) Is it a bug or am I missing something here? I've tweaked elementaldefs, and the uni

844 Replies 1,935,025 Views

[quote who="TBS Gamer" reply="117" id="3383276"] The more pertinent discussion we should be having is... are other people (besides myself and Nakisisa in reply 110) experiencing only single city AIs, or are other people seeing the AI expand and flourish in Beta 1.3 LH?[/quote] I just responded to it as well? Did you read the entire thread before replying? And yes, it seems to be an obvious issue given that Frogboy says it will take some time to fix. (this is an important AI issu

270 Replies 673,486 Views

I'd rather do it properly if I invest more time in the mod ;) (life magic for empire is absent etc.) If you only want to experience the life/death combo, the current .xml file should do the trick.

7 Replies 18,395 Views

Maybe try making two different Gamemodifier "parts", each with one damage thingie. When I tried similar stuff with resources I had to make two different tags, I couldn't do both in one. (if I understand you right, that you want first attack damage, then bleed damage on top of that based on attack damage)

844 Replies 1,935,025 Views

Yeah the arena quest is worse as well now. Before you could at least count on 1 level for your sovereign from it, maybe 2, but now you get like 1/4th of a level? The item reward is still worth it, but it was more epic before ^^

4 Replies 4,770 Views

Okay made a workaround for kingdoms. https://dl.dropboxusercontent.com/u/95181126/Deathmagic_for_Kingdoms.zip (extract into mods folder) Add this line into your custom sovereign giving him "kingdom" deathmagic: Death1_2 If someone k

7 Replies 18,395 Views