BernieTime

BernieTime

Joined Member # 3852566
11 Posts 112 Replies 1,438 Reputation

After reading the text file I really appreciate your train of thought that went into making the mod. Stardock really needs to address a more coherent way to visually choose Trait Paths as installing the optional TraitPathChoiceWnd.dxpack isn't going to cut it when you have multiple Path Mods installed. I'd suggest a Wheel/Spoke method, so that when a new Path Mod is installed it just adds an incremental spoke to the Wheel. The

349 Replies 1,264,389 Views

[quote who="DsRaider" reply="26" id="3379687"] Quoting BernieTime, reply 25The one odd thing though is that I still don't see any of your pre-designed units in the training window. As I said my units are tied to Faction not Race. So they won't show up for custom factions. I might change this but it still accomplishes the main purpose which is to give the AI units to use. [/quote] Roger that. I peeked into the XML of the AddFacUnits. (Typo! Eeek! &n

53 Replies 203,797 Views

One thing that's been bugging me lately is that once you've created a plethora of Sovereigns, there's no easy way to remember which were created as Kingdom or Empire. In the Sovereign selection window, could you change the ring colors around the portraits making it easier for players to discern which (Kingdom/Empire) they belong to?

270 Replies 671,507 Views

I look forward to your update of the classic Atari game "Adventure" from the 2600.. Dragons, Keys, Castles, Portable Bridges, Magic Swords... Totally a Stardock venture..

60 Replies 294,351 Views

[quote who="DAST0011" reply="8" id="3383184"] Quoting StevenAus, reply 7However at one stage it was possible for regular monsters to "accidentally" bump into Tarth units this could explain the strange attack ... iirc the monster simply moved into the unit which looked as if it was attacking I was not aware that there are two types of monsters [/quote] I'd assume Monsters = Twisted and Beasts? Not Men, Ruffians, Darkli

12 Replies 10,006 Views

[quote] Added 11 new file association repairs. [/quote] Nice having these actually incorporated into a tool. I've referenced these type of files in the past and never got around to compiling them all locally. Yay new tool!

18 Replies 44,760 Views

Just wanted to say I've been playing your Mod and really enjoy the work you've put into it. My only gripe is how many skills have level requirements. By the time I'm hitting endgame it's rare that I ever have a Champion over level 15 so will never get to the cool stuff at the end of the main branch. I think with the other standard class trees, if you wanted to stay the course on a path (no branching), you can get to any of the final tier skills of a path by

30 Replies 97,123 Views

Couldn't you just go into the CoreAbilities file and add this as a new inherent ability to each bloodline, so that when you enter combat the ability triggers on the enemy? So on the game map, Monsters look normal, in combat they get an auto-boost applied using Blood Sigil or Mass Berserk as your frame of reference. Easier to add an ability to the 8(?) bloodlines than to every single monster

16 Replies 11,013 Views

There's any number of ways to possibly address this. The answer I have in mind would be to give Bandit Lords a new building for Towns (not Forts/Conclave) that generates random Bandit units w/ low maintenance cost. I'd thought of creating cheap Bandit units that make use of the Butcherman ability (group gets bigger as it kills things). Lots of ways you could approach Bandit Lord. I'd agree the general consensus is that Bandit Lords are one of the weaker

844 Replies 1,928,272 Views

Updated version to Alpha .4c Fixed a lot of issues, mostly need to check for Skill Balance now. Expected Timetable: Not set in stone, could go faster or slower depending on my time & feedback Monday [7/22] If all goes well I should be able to release v.5 moving forward Wednesday [7/24] Version .6 & .7 containing the two additional heroes Friday [7/26] V.8 containin

5 Replies 26,508 Views

In my most recent game (started just after the beta update), I've noticed some unfamiliar items. On exiting LH and re-launching my save game, the items are still in inventories but all the graphic art no longer exists. Echoing the OP, there's some cool stuff ahead..

6 Replies 13,859 Views

Commander : Road Building; You state that the icon has been changed, but in the PDF it no longer seems immediately available. I'd reason that it was at the front of the Tech Tree because any further in Road Building becomes far less useful once you've learned the Trading Tech. The rest sounds interesting. You've been busy..

9 Replies 12,533 Views

RESERVED Version Alpha .4c Applied numerous fixes to issues in the .4b release RACHEL: Fixed Cooldowns on Spells. Adjusted Crystal costs. Crystal Blast; Fixed code and Increased Damage. Self Sacrifice now costs 1 Crystal. Remodeled Staff based on "Caster's Staff". Health bonuses now apply to Cleansing Rain, will not apply to Self Sacrifice (for Balance reasons). BASHEAR: Changed "Al

5 Replies 26,508 Views

Current Release Version - Alpha 0.4c Updated 7-19-2013 This is an updated version of the Heroes Mod originally created by Fireonk for FE. He gave me the green light to do a conversion of his mod for LH and the cu

5 Replies 26,508 Views

[quote who="Galacticruler5000" reply="5" id="3381588"] Quoting BernieTime, reply 4 Panda Cloud A/V Free (lightweight, great for older systems) [Spain] http://download.cloudantivirus.com/ Absolute joke of an AV program.[/quote] I grant that it's a simplistic interface, but seems to do the job. This is what I usually recommend for people with OLD computers that have limited resources. All the A/V scanning is done in the cloud so uses les

14 Replies 29,909 Views