Someone at Stardock has a fondness for modal dialogs
sweatyboatman
#1 LH does indeed have the option to upgrade squad counts (a very welcome addition). #2-4 The obvious solution to this and every other complaint about upgrading units would be to let the player upgrade units using the Unit Designer. As far as balance, the AI already does upgrade its units fairly effectively in my experience. A few tweaks to that API to give it the option to add items and mounts and it would be able to do everything the human could do in the designer.
[quote who="Stupidity10" reply="2" id="3338754"] Really skills should be attacks so that they can be countered and get swarm bonuses. Its really just untidy as it is, subtly nerfing skills and traits for no real reason. [/quote] If you cleave three units with swords, do they all get to counterattack with swarm?
My old idea (I believe from the WoM days) was that a monster would conquer the city and make it their lair. (Higher level cities would generate higher level baddies.) Over time the city would lose buildings and population until it became just the lair at which point the city would be destroyed and the land salted. The challenge would then be to kill the monsters and get your city back before it's destroyed (and before the AI takes it). I suspect that they
I had the same experience with Blood Moon. AI is not making peace with each other. I think the AI declaring war on the player has a lot to do with bribery. If you're playing at the harder levels of difficulty, the AI's economic advantages basically make it a no-brainer to constantly pay each other off to start wars. I believe that's also why the AIs tend to declare war in series. One AI declares war on you, the next turn he pays another AI to declar
This post is 100% win. [e digicons]:troll:[/e] [quote]Find an economics graduate school major and have them design a system.[/quote] Cause nothing says "I know how to design a fun game" like a Masters in Economics. Lol!
[quote who="Sythion" reply="6" id="3337191"] Charge is NOT fine. It is way over powered compared to every other trait that exists. Every unit should always have charge under every circumstance. It completely dominates everything else. [/quote] Since charge only applies on the first turn of battle, your statement is only true as long as you can always overwhelm your opponent on that first turn.
[e digicons]k1[/e] to you for all the work you did to document this stuff. A lot of attention has been poured into analyzing the early game. Almost none has gone into the late game. And it shows in that the game gets pretty shaky towards the end (the first 100 turns are tough, the next 100 turns are challenging, the next 100 turns are pretty easy and after that you're god of the world). [quote who="Lokitako" reply="19" id="3337110"]31 millions in bank and 1 mill
Don't die! [e digicons]:ninja:[/e]
Lol. What's with people wanting to remove everything new from the game? There's a game I think you'll love called Fallen Enchantress. It's available on Steam right now!
I've noticed that the AI's leveling choices don't seem to correspond to my understanding of LH's leveling trees. From the outside looking in I would say it seems like the AI code has yet to be updated for LH. It doesn't know how to deal with pioneers costing population. It doesn't know how to handle level-ups. (And it still doesn't know how to equip the stuff it buys from the shop). I think it speaks pretty strongly to the quality of
I still don't understand why upgrading a unit isn't done through the unit designer.
[quote]Also, it benefits from city specific +%gildar bonuses, effectively being 2.5% interest with all the upgrades. [/quote] It definitely shouldn't be part of the city's base income. Clearly it should be added after all other effects. IMHO, it could do something more like give 5% of your empire's total gross income. That would still be a impressive number that scales with the size of your empire, but I don't think it would ever get astronomical. <p
Kinda a tangent, but would it be possible to mod in a spell that targets familiars only? So that the familiar could be counter-spelled? Or, less drastically, maybe a something that stuns the familiar for the remainder of the battle.
wow. [e digicons]>_>[/e] seriously?
[quote who="Suntechnique" reply="23" id="3335961"] Oh, noes. My strategy is broken in latest patch. Now Cave Bears have HORNS and I just can't bear these ugly creatures in every combat! :'([/quote] Lol, I think they look cool.
[quote who="Azunai_" reply="11" id="3335576"]maybe the accumulated fame could also trigger small random events like "a merchant has come to town XY, attracted by stories of your great deeds, he has some artifacts for sale. do you want to buy the Axe of Roflstomping or the Hammer of Pwnage for X gildar?". so you could basically gat some good items for your high level sov without relying entirely on luck.[/quote] [e digicons]k1[/e] for that idea
[quote who="Kestral2040" reply="5" id="3335534"] what it looks like is happening to me is that that unit is in "auto-explore" mode while you are trying to move it manually as well. This is a failing on our part in that we aren't displaying to you properly that the unit is auto-exploring. Also after manually moving it should probably cancel explore mode anyways. I'll forward it on. -Toby[/quote] Just get rid of auto-explore. It doesn't make any sense
[quote who="Derek Paxton" reply="5" id="3335172"] This is fixed in 0.51. We have been looking into the unit design issue, but its going to take a little more work.[/quote] I'm going to take this to mean that you're finally going to let us upgrade our units using the Unit Designer. [e digicons]\o/[/e]
In the game I'm currently playing I've gotten a pretty even distribution of drops (including 3 bows and 3 axes). The bows are pretty good, but armies are set up for my champs to melee so I don't use them.
Picky picky
The maul mechanism is cool, but it's obviously impossible to balance. As the case the OP makes, you can end up with three bears beating a dragon to death without the dragon getting a word in edgewise. Kinda ridiculous. I would suggest changing the mechanism to being: Maul => after a successful attack, you get one extra strike which if it lands, debuffs the defender's initiative for one turn and has a chance to stun. With such an attack, a bear woul
Windows 7, FTW! I keep my taskbar on my second screen, btw. [quote who="Daynarr" reply="8" id="3335171"]That being said, I see no point in people posting here that they like it the way it is here. It's an OPTION that is being asked for. If you don't like it, don't use it in game. Understand that others may like, for example, to scroll map by moving to the edge of the window and they can't do that ATM when they have multiple monitors. Why would they be forced to p
Yes, please. Currently, if you have more than one hero in your stack, you'll have the option to "Trade" which can be used for this purpose.
You could probably mod them back in. There are still quests that allow you to recruit champions, so the mechanism must still be in the game. I don't miss them in the least, though the world does seem a bit empty without them. The solution in my mind would be to make the Quest markers have visible units from the map. So quests would look like FE's champion recruitment things, but instead of the champion, you'd have the quest-giver.