Sanati

Sanati

Joined Member # 4128257
0 Posts 15 Replies 9,890 Reputation

I think a lot of units should have the upgrade group button. Like bandits too, to make the sov bandit lord trait not completely useless. Maybe for the binding units and summons it could cost mana instead of gold. Cyndrum demons would still have the advantage of being able to increase group size for free, and go above early tech limitations, so I don't think being able to upgrade for a cost would lessen their unique ability.

2 Replies 9,956 Views

Are you sure it's not connected? I see what looks like a couple unexplored tiles on the NE edges that could be very narrow land bridges, one on the corner near the wildland, the other on that peninsula. I've seen land bridges as narrow as one tile though, so you really have to see the water before determining if it's coast or not. They could be blocked in by a strong lair. Hard to tell on such a small image. If they are on an island though then that's definitely a bug.

7 Replies 6,470 Views

I think it's debatable actually. The attack bonus from forts doesn't apply to staff units, nor does the attack from charge. The defense boost and the 1hp/lvl trait are nice, but they shouldn't really be getting hit much anyway. Conclaves can get an extra essence which can be a training bonus. So it's a question of is +6 defense, +2 lvls, some accuracy, and impulsive (or 1/hp/lv) better than +6 fire attack, +6 hit points, +1 initiative, and +1 defense? I think it's close, c

2 Replies 9,711 Views

Event or quest? I got the quest for the apiary in a 0.75 game. I've only seen one of his random events total in ~50 hours of LH play, pretty sure it was in 0.51, only ~5 of those 50 hours were spent in 0.75 though so I can't really say if there's a difference. Edit: He's the riddle guy right? I'm not very good with names.

8 Replies 15,422 Views

The only thing wrong with ranged weapons is they start too late in the game. Their damage and speed are fine, you just have to design your units around them. Pretty easy to get archers/mages with like 30 init that always go first (without impulsive) and decimate the enemy without ever being hit. Swords however, suck. A single counter attack at -50% damage is just garbage, and the small init bonus doesn't help. Cleave, Crushing Blow and Impale can all decide the battle on the first

61 Replies 73,922 Views

[quote who="GFireflyE" reply="7" id="3341383"] This is not a good idea at all imo. There are already natural softcaps to all three. Putting hardcaps on would only cripple the AI to be able to compete.[/quote] Actually currently the AI ignores the "softcaps" from what I can see, meaning they keep building cities even if it starts making unrest a serious problem in their empire. This is probably why the value is set to only 2% unrest per city, any higher and the AI would quickly ov

11 Replies 19,179 Views

You'd have to ignore lairs for ages to get that kind of accumulation, and if they have over 1000hp then they are feasting on AI units and leveling like crazy, far from ignoring them. I haven't seen a non boss monster army with more than 400 hp on a hard world, even after an eclipse, I don't let them sit for that long though. My area is cleared 100% of monsters fairly quickly then I move into neighboring AI territory for more exp, clearing caravan routes and basically making everyt

11 Replies 19,179 Views

[quote who="emmagine" reply="2" id="3341274"] This plan would cause the players to behave a little more predictably, to make it easier for the AI to play the game.[/quote] I don't think this is necessary. It shouldn't be that difficult for the AI to realize we have armies near one of its cities, and it should be using strategic spells to halt those armies or teleport their own armies over to deal with the threat. Other games in the genre have no issue using spells

4 Replies 9,126 Views

Webbing ranged units is far from stupid, prevents them from kiting all over the map. When I have a pure ranged army with lower defense, web can ruin my day. Problem is the AI doesn't understand this, that spider is probably seeing the archer as the weakest unit and so it's directing its attacks at it, doesn't matter which attacks and doesn't matter if it can reach that unit or not. Compounding the problem is the fact that the spider will not move at all while using web and beg

8 Replies 42,041 Views

As far as I can tell there is absolutely no way to tell your city has been hit with a debuff other than to go into each attribute and check the details. IE if the AI casts Antipathy on your city you need to open the city window, hover over unrest, find a line that says "Antipathy 10%" and then remember that Antipathy is a city debuff spell. There used to be something more obvious in the city details windows, I don't know when it was removed, I'm assuming this was a bug. In eit

1 Replies 3,484 Views

The warrior has reap I-III, for +1/2/3 health gained on hit, except the later tiers of the skill overwrite the previous tiers, meaning only 3 health stolen per hit with Reap III. Even when it's fixed, 6 health gained per hit is terrible, should probably be double that, or even better 50% of damage done healed back, which still wouldn't be that useful unless it can be made to work with weapon skills.

1 Replies 3,570 Views

If anything it would be AI difficulty reducing monster attacks on AIs, not world difficulty, which I'm certain is not the case at least up to hard. Like I said, challenging AI with dense monsters and hard world difficulty means crippled AIs usually. Nothing like that is in the XML though, that I can find. Insane AIs have double health and tons of money so can steamroll through monsters on any world difficulty.

11 Replies 20,075 Views

I think all the racial units should have end-game upgrades, and possibly early game versions added. Like how Resoln has 3 different spiders, one it starts with, one you get sort of mid game, and one that comes later (though their later version probably needs a big buff). I always play these games for the long haul and these racial units currently do nothing for late game diversity. Every faction, every game, it's just mounted companies in champion armor, with one of only a few weapon opti

5 Replies 12,423 Views

I usually love playing with lots of powerful monsters on the map, the more I have to work to clear out a place for my civilization to thrive the better. Unfortunately the AI can't handle it without increasing their power to something I'm not comfortable with. I like to play on challenging AI levels, if I set monster levels to dense and hard+ then the AI gets completely crippled by the monsters. They have issues expanding, they lose cities, they lose all their armies constantly, it&#39

11 Replies 20,075 Views

I've noticed units moving on roads appear to sometimes "cut corners" like that when you watch them move, I had this one road that made a random V on an otherwise straight path and they'd (caravans, units) always cut across it while I watched them move instead of following the road. If I moved my camera elsewhere and watched the minimap dots I'd see them correctly following the road.

2 Replies 1,904 Views

Just out of curiosity I set up the best scout units I could last game, with a mount, the scout trait, and stealth, then put them on explore. They lasted like 10 turns before being munched on instead of 3. One them though went straight into a corner and started spitting out explore errors at me every turn. Worth a laugh at least.

10 Replies 4,726 Views

So out of the blue this faction sends me a peace offering, lets end this war, I can agree or refuse like normal. The issue is, I wasn't at war with this faction, or any faction at all, and hadn't ever gone to war yet that game. That AI was close to me and I had Trade, Economic and NAP treaties with them, none of which were canceled after I agreed to end the non-existent war with them. Possibly unrelated, but happening that same turn my Treasury Vault finished, seemingly severa

4 Replies 5,080 Views

That was one of the first things I tried, if I turn the Steam UI off (AKA Steam Community In-Game) the GameOverlayUI.exe doesn't flicker on and off for a few seconds after I close the game, but it also doesn't fix the actual issue, which is why I said that flickering appears to be just a side effect. I don't have anything new running on my PC. I monitor what's running pretty closely and cut out as much as possible, like adobe auto-updaters and punkbuster and other cra

19 Replies 12,855 Views

That weird thing with the mouse appears to be GameOverlayUI.exe opening and closing several times after I exit the game. I think it's a side effect of Steam still thinking the game is open. I noticed it does the same with Defiance, even though I can relaunch that game without shutting down Steam. At this point I'm thinking maybe it's purely a Steam issue, something with the latest patch didn't agree with my PC I guess. Good news is I haven't crashed at all while pl

19 Replies 12,855 Views

If it makes a difference I have Vista 64bit. I've tried everything short of reinstalling both Steam and LH just to see if it was one of my settings or something. Tried offline, tried without steam in-game community, tried turning mods off in LH, verified both installs, checked steam for updates, and tried launching LH from 3 different locations (desktop, steam taskbar icon, and from within steam). It happens every single time since yesterday, and it never happened at all before (a

19 Replies 12,855 Views

Patch didn't work. Just opening LH and quitting right away from the menu (never even starting a game) then trying to open it again several minutes later I get: " Steam - Error Failed to start game (app already running). " Opening taskmanager and checking processes (Vista) I can again confirm the game is not running. I tried turning syncing back on to see if maybe that being off somehow caused it, but the game doesn't sync because steam d

19 Replies 12,855 Views