[quote who="Borg999" reply="1" id="3339756"]Sovereign / Faction Creation Allow the player the option to delete and/ or edit custom sovereigns and factions on the sovereign/faction creation screens, instead of having to go to the xml files. [/quote] I should have included the ability to edit custom sovereigns and factions (bolded above) in my post.
Borg999
Sovereign / Faction Creation Allow the player the option to delete sovereigns and factions on the sovereign/faction creation screens, instead of having to go to the xml files.
[quote who="kobito" reply="106" id="3339683"]Is the issue really THIS serious? I agree on the salted tile, but usually I clean up the lairs first. If you afterwards do not protect your city...sorry! [/quote] I think this is mostly an early game issue when you haven't built up many troops, and the troops you do have aren't strong enough to withstand an attack from a strong (or better) monster. It's just not practical to have your sovereign and heros hang out in
[quote who="Sanati" reply="4" id="3339339"]I would not buy this if I had FE. LH is basically a patch that smooths out a lot of the roughness in the UI and some of the mechanics, but so far there's nothing in it that I would consider worth paying for, at least not $20 or $40 for. There's a handful of new monsters I may have paid $5 for as DLC, but you'll get a lot more expansion worthy content (including many of the same monsters) by playing the Stormworld mod for FE, for free.<br
[quote who="Lunnar Fusion" reply="1" id="3339282"]Agreed. Its very aggravating when they flip flop each season on war status. [/quote] This. [e digicons]k1[/e]
It's fun, and stable for a beta. I say buy it.
I agree that leveling is slow, but I think XP splits should remain as they are. To me, it just makes sense. For example, the more units there are attacking a monster, the less each unit has to do/has to contribute to defeating the moster. I don't know if this would be a programming nightmare, but I would be in favor of distributing experience points based on the damage dealt in a fight. For example, if a monster has 100 hp, and the sovereign inflicts 30 hp of damage,
[quote who="Wizard1200" reply="1" id="3338241"]I think both spells should be in the mage tree [/quote] I agree [quote who="Wizard1200" reply="1" id="3338241"] and should be changed:[/quote] I disagree
" If I get LH, I'll be at home in front of the computer insteads of "out" somewhere.
This is weird. I have NEVER gotten him. I play with "less frequent" random events. I do get that guy that gives you a riddle in almost every game though.
I think the reason why the AI is "programmed" to be quick to war and hard to make peace with...is to protect itself from being blindsided by a human player. Remember in GC2 - if you parked a fleet on the border, the AI would pop up and say "I know what you're doing"... Well it's the same basic concept. The AI is the way it is, to counter those kind of tactics.
[quote who="25Atan" reply="77" id="3338142"] Quoting Borg999, reply 70 Yes! And this is why I think sovereigns and heros should get to choose 2 spells/abilities per level instead of just one. In the current state of the game a level 13 Sovereign would get 26 traits which would allow him to reach the end of one of his trait line, max his school of magic, pick up potential III, get some handy perk like life regeneration or spell mastery
[quote who="25Atan" reply="69" id="3338033"] But even at level 14-16 heroes are just getting halfway through one of their specific trait line. [/quote] Yes! And this is why I think sovereigns and heros should get to choose 2 spells/abilities per level instead of just one.
I agree with the OP, with a small difference. I think that large monsters like a dragon, or epic monsters like the ancients gods can destroy a city, but attacks from all other monsters should just reduce population or destroy a building or two.
[quote quoting="post"]I love the new faction skills, they add essential depth and variety. But some of them need some adjusting, IMO: Flame Tongue: this one is lacking. In my last game it never did more damage than standard attacks. Up the damage to level x2 or so, add the burning effect, but remove the unit multiplier. Might need to increase the cooldown, too. [/quote] I completely agree with this.
[quote who="Daynarr" reply="1" id="3337087"]From what I saw, you get 2% unrest in all your cities for each city built. So if you have 5 cities, all your 5 cities will get 10% unrest penalty from number of cities. That being said, there are buildings, and upgrades that eliminate said penalty (number of cities penalty specifically) although they work only on 1 specific city. Also, there are fort upgrades for level 4 and 5 forts that give empire wide unrest reduction -10% and -30% whi
So how exactly is the "too many cities" unrest penalty calculated? What exactly are the drivers? Is it based on a fixed number of cities? The number of cities relative to the AI? Total population?, etc? And after you've reached that tipping point, just how big are the penaties, and how big do the get? Is there a cap, or does the penalty grow indefintely? Is the penalty linear or exponential? Thanks! edit: I'm asking this becau
[quote who="Wizard1200" reply="6" id="3336609"] Quoting Borg999, reply 4 My solution would be to make spell damage a function of the sovereign's level, with the shards acting as modifers/amplifiers. In that case you would have useless spells at the beginning and overpowered spells at the end, because the hit points do not scale as much as the spell damage IF you add multipliers like warlock, evoker and items: Soulspark at level 1: 3
I[quote who="Azunai_" reply="1" id="3336530"]yeah the game could use some form of free spell for starting mages - something like the D&D classic "arcane missiles". it could be really cheap (like 3 mana or something), deal decent damage for a low level spell and stop scaling at low/mid levels (like 1-5 per level up to a maximum of 5-25 *hint hint D&D rip-off*). you could use that spell as your baseline attack that gets unlocked with picking mage spec (just like counterspell) <br /
I like the new leveling system, but relative to FE, my sovereign is underpowered. (because you could, for exmaple get 2-3 spells, instead of just one.) It just seems as though I'm ill equiped to handle stronger mosters, even when I reach the higher levels. So my suggestion would be to grant 2 abilities or spells (or 1 ability and 1 spell) at each level up.
I think output should cost less population to construct, so if you send a pioneer out and they build an outpost instead of a city, you should get half (or more) of your population back. It would also help if upgrades took less time/resources to build.
I got this error message once, the first time I downloaded and played LH. Haven't seen it since.
I forget the spell name, but it allows you to surround your units with fire, and anyone attacking them incures 3 points of damage. The spell works as intended when it's one player unit vs. an AI unit. However, when the AI swarms a player's unit, none of the AI units are inflicted with the 3 points of damage when they attack.
This is a known issue. Although, I'm pretty sure it has to do with memory.
Originally I thought this was isolated to the city tactical map (units are able to walk through a "pillar" in the center of the map), but just last night, my hero was able to shoot her staff of cold through a hill as if it wasn't there. I'll try to get screen shots tonight. I'm surprised no on else has reported this.