Well, you CAN play the "sandbox" game while waiting for the patch. Quests malfunctioning won't necessarily fatally break your game (unless it's the Master Quest, in which case you will be forced to use a different victory method).
anc43
Not sure If this is original or not, but just recently occurred to me. "The optimist thinks the glass is half full, the pessimist thinks it's half empty, and the pragmatist drinks what's in the glass."
Nope, sadly, it just appear to be a bug. Apparently, multi-part quests don't always trigger properly for some reason. Hopefully this will be corrected in the rumored upcoming 2.0 patch.
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'
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
Hmm, sounds rather involved, but I'll see what I can do. That may have to be a project for another day.
Oh dear, I didn't know that there was a specific thread for modding questions...I've just posted question threads in the Mods forum as occurred to me. Did I do wrong then? I apologize, I'm sure. :(
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.
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.
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
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.
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.
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.
I may just be obtuse, but what does this interesting parameter "MagicResistNONEXIST" mean?
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.
I may be obtuse, but can't you simply do that manually by selecting which factions you want? Not as elegant, I know, but it gets the job done.
Congratulations on being married. I hope you and the wife have many, many long years of bliss together.
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.
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.
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,?
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
[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
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?
[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
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