I got this game on steam and i it is pretty fun. It is focused on tactical battles, which are at time quite challenging and rewarding. It requires also a management of your expeditions, and worrying about food, medicine, and morale of your team. Each person has a personality and with a time you start to know them all. And I love their dialogues!
bpalczewski
If autosave happens the turn research is done, then you do not get informed about it and the choice of new research is not offered. Since there is no reminder that you are not doing any research at the end of a turn, you can go couple turns without realizing that you are not doing any research... Auto-save issues go back to Fe, I think devs cannot solve them (or in other words, amount of work is not proportional to benefit).
[quote who="Gandalftheredskin" reply="1" id="3363219"]Beyond simple trading of basic resources, and the bonuses from tech and trade treaties, there really is no Diplomacy in LH currently. Factions of your own alignment will tend to be friendly, as long as you don't build the Tower or get too close to them, or accept one of their countless offers of tribute, and factions of opposite alignment may be friendly early in the game when your borders are distant, but will eventually turn hostile,
In my most recent game i check how much is Yithril (power rating 400) willing to pay me for declaring a war on Pariden (rating 27). They were willing to offer 1200 (sic!) for a war with a faction that is basically over. I have seen it many times before. In general, i never declare wars anymore. I just go to diplomacy screen and check who pays most. I can get amazing prize for attacking country i plan to attack anyway .... It seems somehow wrong - declaring war is like shopping - I am
I do not think removing swarm bonus is an answer. In the past high armored units were like tanks, and a single unit could manage entire armies. Swarm represents reality that numbers do count. Thus, I would prefer AI improvement - whereas strategic side of a game is of a mind blowing complexity, tactical battles on LH scale can be done better.
Just to add: frogboy claims that his desire is to create a game where strategic focus of the empire building is way more important than tactical aspect. In other words, that a game is decided and won basically before a battle takes place. However, we still want to have a cool tactical battles, and here problems happen. Newly introduced weapon's skills: cleave, impale, and bash are great and cool, but has huge impact on a battlefield. Suddenly, a good tactical player
My insight into tactical AI: - swarm mechanic - i would like to make point, which can clearly be seen in fights of one against many (though applies to other battles as well). Let's presume a single dragon fights my army of 6 units. My units surround a dragon and start to hit him, but damage is low and it will take time to kill. Now, the dragon any time he attacks he should move out of the circle (if possible) and THEN attack. The optimal move is to move in such a way that dragon w
[quote who="Heavenfall" reply="40" id="3362034"]Friendly units can now move through each other in tactical NO! SD STAHP. WAT U DOIN? I don't understand this change at all, you just killed a significant amount of tactical relevance to positioning (now that it was finally starting to matter with weapon abilities!). All for having to not implement proper positioning pre-combat??? Or what is the intent here...[/quote] Yea, this is the game-changer.
By the way, regarding mauling prone units, i was pointing it out loooong time ago.... I was a little ashamed though, b/c for a long time i was complaining about dodging of prone units :) Anyway, i think being prone should just give a huge boost to accuracy of attacking unit, and when you miss the massage should be "miss" not "dodged". Practically speaking - a mauling unit gets so frenzied that eventually even misses non-moving target.
Here i agree - maul should have limit. I have Sion hero-panther who with three torch bearers has over 250 accuracy and takes on a dragon without a sweat... I would put 5 though as limit, maul should feel powerful.
Actually i realized that ridiculous got easier since the change in pioneers cost: right now i am able to win on ridiculous with predefine factions, and i was never able to do it before. I did not try them all yet, but i have already two wins with Yithril and Altar.
I think more and more that everyone who posts should have mandatory description beside a name on which level they play. Recently i played a scenario of FH, which is on very low difficulty level, and i was surprised how well my defenders/warriors were doing ... I just switched to my regular ridiculous settings and custom scenario and it is a different story. Below expert all heroes are good. It is rather simple - by end game show up troops that have over 150 attack and i want
Agree with OP' analysis. I think also that mage should be split into summoner and spell-oriented, and assassin should be merged with a warrior I have also proposed a skill for a warrior - 'mad rush' where a warrior moves and attacks as long as an attack ends with a kill. Another cool skill would be a frenzy - a hero counterattacks all attacks for number of turns. We need more skills for a hero, not less and well hidden behind useless bonuses. There are al
Agree, I would put potential I even to 40%. With all three perks leveling feels good, it is not too fast, it is not too slow.
The problem we have early on was that people would just run one stack of doom with only heroes in it. There was no point to have troops. Now, troops are fine, but heroes became not so useful anymore. I think bigger problem is that most of the wars you fight and win with one stack anyway. Either you have a stack that can beat anything AI throws at you, or you loose. Thus, heroes are not that much needed anymore anyway. Saying that, I do not like xp split, but i would do compromise: i w
Yup, scenario is way too easy for experienced players - but i think their intention was to prepare it for newcomers. For others a slide with the difficulty settings would be great.
Same here - first version ever that does not crash on me AT ALL.
Forger about armor. High initiative is the thing, since basically fights now are between glass cannons ...
[quote who="Mightypeon" reply="14" id="3356650"]Kantok, on what difficulties do you play? While Mages (buffs, crowd control, gentle rain), and of course gouvernours have uses, and defenders have some nice specialised applications, the other two types of heroes very rarely do something that troops coulndt do better. I am also very hesistant about claims of soloeing powerfull things with a hero.[/quote] Exactly my thought. I cannot imagine a hero that can
[quote who="Anelyn" reply="8" id="3356587"]Use earth or air spells to buff your mage and he won't go flop. Or use water / death to curse enemy ranged troops. Or kill them with fire? [/quote] Or replace her by 6-soldiers top line mage unit with attack over 80? All problems solved. Who needs heroes that need to be baby-sited all the time?
[quote who="Stupidity10" reply="3" id="3356524"]When everyone has potential, No one does. [/quote] That's why it should be remove, it is a boring and pointless trait and yet it is must-have. Now, some heroes do not have potential and you can't use them. Once i used a 7lvl hero in my game. My sov had 7 as well, and both of them started to farm xp. When my sov was level 15, the other one was level 11 ..... But if one plays low difficulty then it is true, nothing
Agree - i never use heroes, but starting ones, because of the lack of xp perks.
[quote who="Hozy" reply="3" id="3356337"]This is great, don't get me wrong, Thank You So Much!! & ultimately i'll end up doing it that way...but I'm sorry I want to play the game not manually add feature into the game that should be their in the first place. Not everybody who buy the game is a game programmer or cares to be. I want to turn on the game & be able to do this from within the game, no directory search, add this value for that, substitute,paste,copy,save. It tim
You can have an non-aggression pact sign with nations from you team, and if you have good ratings they pay for it nicely.
I agree i am finding it very easy so far - right now i have 8 cities.