So we had an older thread where people would just blurt out requests that they had. It became very ineffective because there wasn't really any way to "weigh" the requests. Their odds of being implemented became zero.
This thread is intended for serious, well-thought out requests. That means you should take into account things like: Does the UI need change to reflect this? How is the AI going to interpret it? Thinking rationally, is it a major code change or a small change - or just an addition? How is it going to be reflected in XML tags that we can use? Does it help anything for the un-modded content in the game? And most importantly - how does it help the modder in specific ways and what am I going to do with it?
Edit: Request 4 filled https://forums.elementalgame.com/433089/page/3/#3346543 (LH 0.80)
Request 5 doable https://forums.elementalgame.com/433089/page/3/#3346549 (LH)
Request 1 filled https://forums.elementalgame.com/433089/page/3/#3346551(LH)
Mini-request filled https://forums.elementalgame.com/433089/get;3364131 (LH)
I wanted to see if it was possible, I didn't really think too much about it, but was looking for different ways to do things. I would imagine that if it was possible with weapons, it would be possible to add percentages to armor too. Might be a different way to do things. Either way, I already found a different way to do what I want.
Currently we seem really limited in our ability to create new terrain. There doesn't seem to be a way to create new terrains that function like forests and have both 3d graphics and or 2d cloth map art. How this is implemented is up to the devs but it shouldn't require any UI or AI updates, although it might take a fair bit of coding. This is a rather large limit on our ability to expand the FE universe and I would like to see it changed.
It irks me that you cannot use/target a creature's subtype. Example; Spell can target "beast", but currently could not be refined down to "Spider", "Wolf", or "Bear". I wanted to do a mod that would play upon the subtypes as I find targeting the broad definition of "Beast" a bit heavy handed.
This has been implemented in the latest build of LH (0.80)
Items can also be blocked from being worn by having a unitmodeltype that isn't specifically supported. Edit: To clarify, they no longer get destroyed if looted or traded to someone whose unitmodeltype isn't supported. Instead it goes into inventory as an item that can't be equipped but can be traded.
As quests can now be triggered from having a certain amount of a custom resource, I would consider this implemented as well. Just have the tech/building/whatever produce a resource that can then trigger the quest.
This has been implemented, although I am not 100% sure of the mechanics. Anyway, see how abilities like Impale and Cleave scale for standard units in LH.
Thanks for the update HF!
A smallish update, it wasn't posted in this thread but I had requested it earlier. The unit design window now properly supports mutually exclusive traits. If two traits belong to the same abilitybonus they can no longer be selected at the same time.
Does this mean that you do not get the artifact that was showing up before. I had this set up with my summoners mod a while back but if you selected two traits they both highlight but only one would still be selected (so functionally it worked, just not visually appealing)
Correct, that visual artifact is gone.
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