[quote who="John Falkenberg" reply="12" id="3412761"]Next to go, would be marginal planets with poor atmospheres, moons, high gravity whatever. After that-closest metal rich asteroids Then-you go for most distant and miserable asteroids and hunks of rock in your solar system.[/quote] I disagree with this. Presumably, even marginal worlds have gravities similar to the gravities of inhabitable worlds, yet since they are marginal , you wouldn't expect h
joeball123
[quote]Fire Line: This might be better, as the summons can deal more damage. If someone can share some light on this, that'd great.[/quote] The Earth Line is far better than the Fire line. Maybe the summons can do more damage, but the second Fire summon, Delin, costs five hundred mana, can only be cast during tactical battles, and only summons Delin for three turns. If you're having trouble finding the mana to cast things other than early summons and curses, there'
[quote who="merlinme" reply="25" id="3412828"]However the point about Trogs not having extra unit design traits is incorrect, or at least incomplete. They do have extra unit design traits available, but only for Juggernauts.[/quote] When I refer to "units", I'm referring to non-Champion non-special trainable units. Juggernauts are non-Champion, but they are special, so as far as I'm concerned the abilities available to Juggernauts don't count for unit design traits, becaus
[quote who="Seilore" reply="6" id="3412720"]Why do you want to close your borders, after all your space will soon become my space[/quote] Is "Your space is my space, and only my space, so get out now, or I will bomb you" your national theme song? I tend to think that a better way of defining territorial borders than the influence boundary would be to have a United Planets standard range-from-owned planet boundary line (and if two planets owned by different group
[quote]Wraith Blood: Of all the blood traits, this is the worst, in my opinion. -1 HP/level really hurts your champs. Relying on Dodge to save your #ss is a risk I would rather not take. This is partly preference, as I don't like too much randomness in turn based games.[/quote] You missed a bit on the Blood bonuses. A more or less complete list of the various blood bonuses, as they exist in E:FE:LH: Amarian Blood - +1 dodge per air shard, +1 ini
[quote who="ParagonRenegade" reply="320" id="3412539"]The thing is, diplomacy, espionage and the such are absolutely essential to the strategic aspects of the game, otherwise known as the reason people play this game.[/quote] Espionage as implemented in GCII was about as essential to the strategic elements of the game as mercury is to your health. It was little more than a money sink that provided little worthwhile information about your opponents and carried an excessive price-tag, a
[quote who="Fallenchar" reply="15" id="3412386"]Are you sure individual figures also roll to hit? So if I see 'dodge' after a 6 figure unit attacks, all 6 of them missed? That sounds a bit hard to believe...[/quote] If there is only one roll to hit, then there is no point in reporting damage as "X-Y x Z" as it would be functionally identical to "XZ-YZ" damage (note that this is damage , not attack - combining the attack score to make one large strike at A*Z at
I agree with farming colonies that provide food to other worlds, or to a rebalance of the morale and population system so that it's practical to use even a single 100% food bonus tile. Once planetary populations approached 20 billion, there just wasn't a reasonable way to keep the population happy, and a single Advanced Xeno Farm on a +100% food tile was sufficient for 22 billion people in the colonies. At 15 billion you could keep everyone more or less completely happy with two VR Ce
"Water I: Slow is awesome, Inspiration is nice. Freeze (lvl 2) and Mantle of Oceans (lvl 3) are great as well, and worth the level-ups. Again, level 4 & 5 bring nothing worth mentioning" If you were talking about Fire Magic, I might agree with you. However, Water IV brings Blizzard, which is quite possibly the best damage spell in the game, aside from possibly Dirge of Ceresa after corrupting every last shard you found. [quote who="Fallenchar" r
[quote who="Spaceturtle120" reply="32" id="3412105"]Can you clarify what you mean by this? Do levels after level 20 not give the same bonuses as those prior?[/quote] Technically each level gives the exact same bonuses as any other level. However, the relative difference between levels 10 and 11 is much greater than that between levels 20 and 21 (just looking at the health due to unit level alone, going from level 10 to level 11 is a 10% increase in 'power', while going from le
[quote who="Lucky Jack" reply="7" id="3411634"]I find this is a bit difficult to envision. After all, we are a long ways from 2178, and we have already discovered and collected antimatter. Do you have any theories on potential new fuel types?[/quote] Without significant improvements in the ability to store antimatter, it isn't very useful as a fuel as it tends to only survive in our universe for a few fractions of a second. Moreover, you'd still eventually run out of your supp
[quote who="John Falkenberg" reply="16" id="3411623"]Starships should be designated by tonnage and size-not arbitrary and meaningless titles, like 'destroyer' or cruiser, which are meaningless terms when applied to spacecraft.[/quote] In modern naval terminology: A corvette is a small and maneuverable light warship commonly used for short-range patrol and escort, or as a defense for ports and naval bases. A <span
[quote who="Lucky Jack" reply="37" id="3411682"]Quoting Wintersong, reply 23 And don't get me started in lasers being colored beams that make noises in space. And what about that cosmic music that seems to play all over the galaxy???? In space, no one can hear your OST!!!! Or ships leaving no wreck behind once destroyed. There was once a whole TV program about all the simulated noise in space operas (movies and TV). There was agreement that space does not conduct soun
[quote who="yarodin" reply="282" id="3411541"]FDR? To be involved into domestic affairs doesn't mean you tell your people "put the factory at this place over there, it looks nice". Setting tax rates is an domestic affaire.[/quote] FDR is Franklin Delano Roosevelt, the 32nd president of the United States of America, who lead the United States for much of the decade leading up to the Second World War and all but the last few months of that conflict, and was elected to the
[quote who="John Falkenberg" reply="16" id="3411332"] Besides, the game even GAVE all you raving fighter-fanboys what your asking for. Tiny and S-class hulls. If you want 'fighters' do what I did.[/quote] Actually, no. Tiny and Small hulls in particular have some fairly hefty tradeoffs between speed, range, durability, and firepower, and as such if you want a fast fleet are impractical to use. The purpose of a carrier would be allowing the use of such hulls without nee
I mostly agree with keeping the starbase upgrade system that GCII had for GCIII. The only thing I'd really like changed about it would be to have an easier way to order up the constructors required to upgrade the station.
Try the "Archers" faction trait (Tarth has it, or you can try a custom faction) - it won't really help the champions, but it will do quite a bit for the trained units once you get the Ram's Horn Longbow. Before that, the bows will be slightly superior to the normal versions. As for archer champions? Just hope to find one of the handful of good bows, such as the Lightning Bow which gives you an extra 2 damage per level, if I recall correctly.
[quote who="Raiddinn" reply="24" id="3410519"]but that is countered by everything having a whole lot less life than it used to have.[/quote] Out of curiosity, what is this significant health nerf you refer to? I checked my install of FE and my install of LH, and it looks like unit health was unchanged except that the largest group size went from 7 to 6, while champion base health went from 15 to 20. Warriors and Defenders lost 1 health per level a piece, the Adventurer's Boon trai
There isn't an in-game way to do this, but if you have Steam Cloudsync disabled you can go to the My Games/LegendaryHeroes/Race folder, find the faction you want to delete or edit (it will be the XML file called "Faction_YourFactionName"), and do what you want to it. If you want to be rid of it, be advised that it used to be that as long as Steam Cloudsync was enabled you couldn't be rid of the faction because it would be restored whenever the game synced to the cloud; since I disable
[quote who="sjaminei" reply="22" id="3410356"]It does not mean anything really, you are correct about the details, however in any practical comparison, mages are still the best way to crush AI skulls, even for defense... Both defender and warrior trees could use some tweaking at the end level to make them up to par with mages. That or buff the AI immensely regarding spell resist etc.[/quote] What it means depends heavily on what level your caster is, what spells you have available, an
[quote who="Raiddinn" reply="18" id="3410309"]IIRC, the defender used to get the 5/10/15 defense bonuses not just when defending but all the time back in FE.[/quote] Unless there was a bug, the defense bonuses were only in effect while defending in FE. So no, it wasn't a trait that gave Defenders the ability to stay with poor armor longer. [quote who="Raiddinn" reply="18" id="3410309"]Mages gained basically nothing from multi-classing whereas every other class gained a lot
[quote]Can anyone think of a game mechanic that would allow you to help out an underdog covertly?[/quote] Not really a game mechanic, but you could technically build a wall of spaceships around the underdog; as long as you were not allied or at war with the stronger party, they wouldn't be able to attack the weaker party. Of course, the reverse also holds. You could also theoretically hire some of the other AI factions to assist the underdog, and you could attempt to brib
[quote who="Raiddinn" reply="12" id="3409954"]Potential should be taken from mages and given to defenders and made more like 50%. In compensation, mages can take... rescue sounds good.[/quote] You can't really take the Potential trait away from Mages without changing the way that the General Traits tree works. It's certainly possible to make trait choices mutually exclusive, but it isn't done in the base game for any set of traits aside from the class you choose. A
[quote who="Fallenchar" reply="2" id="3409123"]Potential is only worth it if you have a mage Sov with many spells that deal x damage per level and that damage output is more important than a new trait.[/quote] It's not even really worthwhile then, because you're only going to be fractions of a level ahead of where you would be until you reach level 20 (21 with Potential), at which point you'll start to be 1.X levels ahead; you won't get a second full level ahead in a n
[quote who="TrueRazorwind" reply="32" id="3408107"]What if a Military personal resource was introduced a fighter would need only 1 pilot where a massive battleship would need over 1000 people to make it run properly[/quote] This is, unfortunately, difficult to justify when you can have a single transport ship carrying 1 billion soldiers, and it costs less than anything else in your navy (this is under the GCII model, mind you). If you can spare 500 million people for an arm