Soronarr

Soronarr

Joined Member # 6052132
1 Posts 11 Replies 4,192 Reputation

Don't move the tiles...leave them where they are. Copy the entire Vaynar folder directly into your MyDocumets/MyGames/Legendaryheroes/mods folder. The Tiles folder should remain in the Vaynar folder

55 Replies 38,779 Views

New question. What do I need to do to have a unit appear in the build list, but - that unit uses equipment not avaiable to other unit - that unit itself cannot be designed If I set the to 0 on an item, will any unit even be able to use it? Or does it only remove it from the unit designer? Likewise, what effect does have? Lastl

844 Replies 1,934,430 Views

Big update. v.07. Everything should work properly now + new stuff added. B.t.w. - definately works with Mages and Demons and City Defenders. If you find you can spam the Champion Spell like crazy, it's because I forgot to change the test values. Easy fix - find VaynarSpells.xml and simply uncomment (delete the ) the cost part of the ChampionsCall spell. There is

55 Replies 38,779 Views

If you're level 5, but don't have enough fame to recruit a level 5 hero, and only get it once reach lvl7, you will never be able to recruit any of the lvl5 heroes. From all the testing I did, the determines which heroes will be available.

844 Replies 1,934,430 Views

Question: I made a spell that starts a quest, a quest with gives you an option to recruit one of 3 heroes. I was wondering if it is possible to make changes to the heroes depending on the Sovereigns level? Champions have the tag, which is basically their level, and the level at which they will appear, and the values used in-game are 1,3,5,7 and 9. I honestly don't like this mechanic, as the window for getting a champion is

844 Replies 1,934,430 Views

Gah. I'm loosing my mind over this. I either can't get my units to appear on the tech tree, or I can't get them built. This is maddening! Here is the v04 test version (not uploaded to nexus yet). http://www.mediafire.com/download/o37c3z0c3f49xac/Vaynar_mod_v.04.rar Can someone take a look at t

55 Replies 38,779 Views

Because it'0s missing one of the most important option - landmass shape and/or water/ocean frequency. I detect maps that are basicly tiny islands or strethched patches of land. No where to go, so restricted. And yet the game LOVES to generate tons and tons of large lakes everywhere. Now I have a problem with that, because I'm the kind of player that will re-start the game 1000000 times until he gets the exact conditions he wants. Its'

1 Replies 8,945 Views

UPDATE: current version is 1.03 Fixed some icons, added a new sword and a new rare hero item. Still struggling with getting all of the units to show up in the research tree. So far the Paladin, Templar, Ice and Fire Archmage and Hawkeye are showing up.

55 Replies 38,779 Views

Will make another update to the file soon (already did a tiny one). Got one question. Thinking of replacing the rush abiltiy with something else, but not sure what.I know it's possible to make an attack/spell who'+s damage depends on army size. However, is it possible to make an attack ability whose damage depends on the number of units that are of specific blood AND who's cooldown is GLOBAL. For example, I have

55 Replies 38,779 Views

I'm gonna have to tweak it a bit. Teh sword in the middle is not visible enough. That said, my mod is almost done, thanks to you guys. I'll release the first (probably buggy) version very soon. Probably today.

844 Replies 1,934,430 Views

[quote] Yes that's the way to do it. You can make it a global resource (like gold) or a local resource (like food) depending on what you want.[/quote] Thanks. [quote] If you want to create a whole new faction and/or race via modding, do a search for Primal Savage's race template, I can't find the link right now but it should be around. [/quote] I actually used the Fevor mod as a base. As you can se

844 Replies 1,934,430 Views

So, to make a special unit via resource would be to add a new resource (let's call it Faith), have a building that produces it (Cathedral) exclusive to my kingdom, and have the unit cost that resource? Hm...might work. More questions: - Is it possible to make certain champions more likely to spawn for a specific sovereign/kingdom? Or make them exclusive so they want spawn for another? - can one make a unit upgradeable, but still give it speci

844 Replies 1,934,430 Views

Hm... can the number of troops in a unit be edited? Minimums and maximums be fixed to otehr values? I'm thinking of changing mage units to make them more powerful, but also fewer in number.

844 Replies 1,934,430 Views

[quote] With linear one we will end up with never ending battles, where weapons are not dealing damage to armored troops.[/quote] Redicolous point scaling is exactly what causes such things to begin with. with normalized values, that is less likely (and early troops remain move competitive, late-game troops are slightly less awesome) Oh, lets not forget that mage troops really have no vi

4 Replies 10,984 Views

No, I'm not talking about a custom faction made in the game menu - I'm taking about a kingdom made as a mod. With custom abilities and stuff. You know, in the MOD folder. So far, no luck with the color.

844 Replies 1,934,430 Views

Having played more, some more observations: - more control for unit upgrades would be nice. I don't like it that the game offers armor upgrades, where tons of items are filed as one option, with no option to change. Maybe I don't want to upgrade those soldier gloves? Maybe I value +5 accuracy on my troops more than +1 defense? Well, too bad, because the only way to upgrade your troop is to hit that upgrade bottun and it don't care what you want!

2 Replies 7,966 Views

One more - how/where do you set up a faction color? And I mean the interface color - the one where the city name is dispalyed and the town borders. I can't find where it is defined. My old custom faction was blue. Now that I modded a new faction (Kingdom) in, it's red.

844 Replies 1,934,430 Views