jutetrea

jutetrea

Joined Member # 2516634
0 Posts 18 Replies 8,750 Reputation

Very interesting. I've always been a big proponent of a very powerful sovereign - albeit I also liked the really old concept of being able to give up that power to make others/cities stronger. The stationed benefits are very nice, at least makes it a short term benefit to keep a sov rooted. I still think in most cases it will be more beneficial to have him leading armies. At least in this case it would be more of a decision. </p

18 Replies 18,695 Views

If true it would be awesome - much more of a living world. Suggestion way back was to have dynamic lairs - over time they grow and spawn critters, more powerful as time goes by. I think this kind of made it in. The other was to have a zone of control that mobs attempt to protect. As they grow in above the zone of control also increases. When the game is first created you would have overlapping zones of control and if mobs ran into each other - they'd figh

2 Replies 10,712 Views

Warriors. I'll pick a mage for a book or two I want, but I rarely level up more than 2 or 3 heroes - usually my sov is a warrior, at least 1 governor to explore/do roads, then mages for books, then warriors to wear all the random loot i've gotten. They never get too many levels but, shrug. Usually have my Sov as a warrior though, just simpler that way. Usually can keep him competitive till late game then he'll just go hunt monsters/buff.

39 Replies 109,670 Views

30 pop for a city may seem like a good idea purely because that city is immediately functioning - and with an essence can provide at least 1 research (if water) - maybe an alternate solution is to go the MoM route and any newly settled city is pretty much useless for X turns. Then its 30 pop to do 1 of 2 things: Immediate outpost that allows buildable resources and can be upgraded - making an existing city stronger without diluting the benefit (but taking up a few turns to bui

37 Replies 63,948 Views

Looking forward to it, seems to be one of the lacking aspects of character growth. Will be trying out in next game notes/questions: I agree that anything given at levels 15+ are generally useless, key levels are 5-10 when the game is usually won unless you go off with a solo sov approach. Possibly have an additional +accuracy/level trait if you're going % accuracy although it seems it might be better to not have accuracy in

30 Replies 97,530 Views

Sometimes there just aren't that many settle areas and you need to gain resources with outposts. Its less than ideal that it costs population, but it can be worth it. I'll definitely expend a pioneer for a spot where I can grab a clay and a shard. Also depends on how heavy the iron distribution is, if its real light and there are only a couple on the map - def worth an outpost. Plus the points above. Mods can solve it, but not sure it need

37 Replies 63,948 Views

Sure, I usually play on huge or large. There are the occasional bugs or crashes, but reasonable. Most are easily viewed by reading the board. I usually can play 3-4 hrs without any issue and if I go for a marathon session I might CTD once or twice. I save frequently so at worst its usually a turn, if that. I haven't had any game breaking bugs in a long time.

2 Replies 10,338 Views

Essence for the most part - added flexibility Very much depends on what you already have. If you already have a 3 or 4 essence main fortress, it almost doesn't matter. if its the best essence you've found and you want to toss on some unit enchantments - i'd rather have the slower build of more powerful units. I'd rather have a 3/3/3 (I usually go enchanter) than a 2/6/1 for the vast majority of cases even if it might be less optimal.

14 Replies 18,087 Views

No boats - added complexity and doesn't seem like the benefit would be much. I subjectively dislike naval combat/units outside of a primarily naval game. now, teleport stones/Loci on the other hand... Cloud walk and flying carpet are good, almost too good. Nice teleporter makes a good strategic resource.

11 Replies 14,907 Views

That's why it's in the mod forum :) My issue is that there are a ton of warnings/issues in the debug and it doesn't seem to necessarily stop when it crashes or it seems to stop when it doesn't make sense that it would crash. So there are a bunch of warnings, but then it seems to keep going. Debug Message: LOADING GAME: C:\Users\Owner\Documents\My Games\LegendaryHeroes\Saves\CoS_Game_2_start_6_4_5.EleSav De

3 Replies 4,840 Views

I use a heavily modded game, so its definitely the mods. I create a new game. I settle my first city. Since this has happened in the past, I then save the game and quit LH. I then re-open LH and attempt to load the game and get a crash to desktop. There are a ton of mods/changes and since there are changes to core files its all a big PITA. I've gone through mod by mod and removed them, started, created, sav

3 Replies 4,840 Views

The only one I like is removing the ability to cull TACTICALLY summoned units. If you want to make the tactical decision to cull your strategic summon - go for it. And fix the settlers bug, but wait till I try it out at least once first :) Obviously I didn't fully understand growth.

42 Replies 19,712 Views

Any chance I can get a link to version 1.04? Still playing 1.0 but don't like the 1.6 change to city buffs. Yes it would be more balanced, no I don't need balance in my game :) BTW, really like the mod. Wish there was some way to set starting tile location to minimum 4 essence rather than CTRL-N all the time. For AI as well. edit: could i just NOT install corespells.xml? would that NOT implem

40 Replies 52,838 Views

I like it. Always thought the 1xp/season was dumb that late in the tree. With the higher levels taking so much xp, I think even 5xp a turn at that depth of research isn't terrible. Might be, I never build guardian or the other one. Will see though. The monument +1 is awesome though.

21 Replies 35,523 Views