anc43

anc43

Joined Member # 5647425
8 Posts 35 Replies 8,560 Reputation

Ah, classical music fans...so good to run into you lot these days. Also consider the opera Carmina Burrana. You may remember it was part of the great John Borman movie Excalibur. I have a 3.2 Ghz AMD Dual core with 8 GIGs of DDR2 RAM and a 2 GIG Nvidia video card and can run music in the background with the game without a problem. Those with similar specs would probably be alright as well. Those who haven't upgraded to at least a Dual Core yet probably should btw...PIV and HT cpus won&#39

5 Replies 9,783 Views

This mod is based on the Arthurian mythos, and intended for players of high difficulty games, to allow them to be competitive with the AI without having to nerf it or cheat. It includes a new high powered faction, as well as a sovereign to go with it. Also includes a new Champion as well as several new items (based on current items, no new art I'm afraid, sorry). Copying all files to the Mods directory SHOULD do the trick. If it doesn't let me know and I'll try to tech it out. Hop

3 Replies 31,152 Views

Is there a way to set an Improvement as a training condition for a unit? I'm creating something called a Mercenary Guild that allow you to build 3 champion units that nevertheless don't require the Henchmen tech and is obtainable by a Professional Soldiers tech long before then, but I'd like to set a building as a training condition, not (necessarily) a tech, per se.

1 Replies 2,860 Views

I should think it would be best to not delete original code, but using a mod to override it while the mod is present would make sense. I am having trouble with creating a new tech tree btw, trying to change the Amarian tech tree by copying the Amarian tree to the mod directory and renaming the internal names just causes the whole tech tree to freak out with copies of each tecfh item in each unlocked tech.

40 Replies 56,502 Views

So I wasn't hallucinating or not paying attention. How very annoying. What the point of having militia in higher difficulty levels, since you get slammed by the AI repeatedly on the same city. I would think a better system would be to have the player able to create units, but designate them as city defenders. They can never leave the city, but don't cost gildar to maintain, and you can get better units as defenders rather than being stuck with the same militia units and bowmen the who

7 Replies 16,298 Views

Yes, I've seen that with a mod with a resource he called Arclite (I think). It would be interesting to make a Wood resource and require a certain amount for each bow and staff type weapon you use on a unit.

13 Replies 56,403 Views

Thank you for all those who responded to my requests for information, and working hard on my Mod and hope to put it into DropBox soon.

8 Replies 57,285 Views

Thank you for all those who responded to my requests for information, and working hard on my Mod and hope to put it into DropBox soon.

13 Replies 56,403 Views

But depth is expected in a 4x strategy game surely? Isn't the point of these games to make you strategize and think out what you are doing? After all, if one wanted entertainment where one didn't have to think too much, you could play a FPS.

10 Replies 50,808 Views

Have a few questions about Town Militias. Specifically, should they be appearing more than once in the same turn to defend a town? Sometimes they don't, which would seem rather odd. Also, does the militia replace slain members, or are they permanently lost? If they don't, perhaps something could be implemented where when a militia unit is killed, population is deducted to replace them.

7 Replies 16,298 Views

I have s similar idea with the Quest Map item, I was just examining the item info now. Just not sure what command would activate a specific quest, rather than simply start a random one. Any help anyone could provide, I would be only TOO grateful.

8 Replies 57,285 Views

How does one cause an Item to spawn a quest? Do you have to have the player actively Use the quest generating item, and what parameters are required? Or is there a parameter in quests themselves, random or otherwise, that checks for an item as a prerequisite before the quest will spawn,?

8 Replies 57,285 Views

NB: I apologize for the duplicate post. For some reason, the Edit I made to my previous post created an entirely new post, rather than just altering my previous one. "Curiouser and curiouser," as the Mad Hatter would say. There seems to be some confusion in how LH handles race. Race should presumably refer to, for example, Men, rather than Altar, which is a political Faction, rather than the actual race extraction. The same goes for Mancers, that appears

13 Replies 56,403 Views

[quote quoting="post"] I'm working on a new high-powered Arthurian faction called Avalon with a powerful custom sovereign, champion and custom items specially created for this faction leaders. This faction is intended for play at higher difficulty levels to make it more possible to win without having to nerf the computer or cheat. I have a question...how does one set certain quests to only appear for a certain faction, hero, or only for the human player, rather than the AI fac

13 Replies 56,403 Views

Rather a pity really, in that it would make sense for certain creatures to be immune or highly resistant to spells base on the Death school. Is it possible, then, to create entirely new damage types, such as Holy, Unholy, Profane, Negative, Positive, that affect different creature/race types differently? Or are you pretty much locked in to the predetermined damage types such as cold, fire, piercing etc?

13 Replies 56,403 Views

[quote who="Primal_Savage" reply="1" id="3440956"] I don't have much experience w/ quests, but I would look into that tag. 0 [/quote] Most clever and observant, I will give it a try. Is there such a thing as resistance to Death magic in this game? I think I remember such a state with a mod, I THINK the one dealing with adding new spells, it was for the original Fallen Ench

13 Replies 56,403 Views

I'm working on a new high-powered Arthurian faction called Avalon with a powerful custom sovereign, champion and custom items specially created for this faction leaders. This faction is intended for play at higher difficulty levels to make it more possible to win without having to nerf the computer or cheat. I have a question...how does one set certain quests to only appear for a certain faction, hero, or only for the human player, rather than the AI factions? Is it possible, and wo

13 Replies 56,403 Views