[quote who="thimon2k" reply="1" id="3525550"] Regarding the Artcic terrain, I would also like to point out that in Tactical Battles, it can be very hard/impossible to see the move/action-grid. For example the strike-3-adjacent enemies, it is impossible to see the targeted tiles. [/quote] Ah yes, thank you for mentioning that. I meant that to be one of my points, but it slipped my mind as I was writing th OP. I'm going to include this in the OP if that's o
mqpiffle
As you can tell by the screenshot below, I random mapped into a game that started in the center of a huge area of arctic terrain. I think this is awesome, but there are some issues that I would like to discuss. 1) My scouts were not able to use their Scout ability (no movement penalty in certain terrain types) in arctic forests. I'm not sure if this is a design feature or a bug, but it seems to weaken the scout a good deal, escpecially when arctic terrain covers a good
[quote who="thimon2k" reply="1" id="3525411"] Beta 5, I think you are a little bit too early with that. [e digicons]:)[/e] [/quote] LOL! Yes I was excited! And changed...
When I think of Enchanted Plows, I think of dormant tools coming to life to till the fields. The current effect suggests that you would be trading a tiny bit of food to gain some production. I don't understand. I propose this spell get changed to 20 mana, same research time, and the effect changed to "Target City loses -1 Logistics to gain +1 Food per Essence". To me this captures the feel of Enchanted Plows.
[quote who="NaytchSG" reply="13" id="3525039"] Watching the stream, it appears you forgot to build the shard and crystal mine north of your city. Shouldn't those items be auto-built when your territory expands, is there a strategic reason not to build these items right away? Clicking the build icon just seems so much busy work. [/quote] It takes up logisitics to build resource improvements, so I don't think they should be auto-constructed.
I agree with HF here. For instance, defense isn't even presented in the tactical battle cards. I mean, I realize it's not like defense is fecking relevant to almost every single decision made in tactical combat ... wtf??? Oh, and the other stuff too, especially showing spell mastery and elemental resistances on the unit details screen. I also never actually want to see these...
[quote who="ScottTykoski" reply="8" id="3524345"] mgpiffle: Looking at the data it should already scale at a rate of + 3 per shard. We don't really use the concept of 'Level' for Sovereign Spells - just for Unit Abilities. [/quote] I can understand that.
A current bug/feature in Beta 4 is that a spell or ability in tactical combat is showing as being resisted by the target with the floating display but the effect still fires off as if it weren't resisted. I'm experiencing this in my current game. Keplin the Mage is the hero and he supposedly resisted a darkling shadow shift, but the effect happened anyway. I've seen this happen a couple other times in previous play-throughs. I really hope this isn't a f
Also, the text on the Shaffer (sp?) Button occasionally changes sizes.
[quote who="NaytchSG" reply="1" id="3523354"] Webbed archer units lose turn, webbed melee units don't- another old FE/LH bug. [/quote] To clarify for the devs, this bug (or feature?) actually works like this: If an AI tactical unit has its moves reduced to 0, it is impaired from using SpellDefs (ranged attacks, spells, abilities, etc.) This is the bugged (feature) part. It also explains why melee units will still attack if an enemy is in range. If y
On a side note, Heal should also scale by level. Maybe +1 per.
They may have mods disabled until release. Stardock usually does this. If you want to mod you may have to mod the core files directly.
I personally use and recommend abob's Demons and Wizards . But here is a fairly complete list of all of the available mods for LH, with concise descriptions. forums.elementalgame.com/446461/
1) CoreRaceConfigs 2) No 3) I have made a mod which assigns standardized faction colors (and city names) to all of the DLC 5 sovereigns. Maybe this is what you're looking for? https://forums.elementalgame.com/455223/page/1/#3473941
This "feature" is still existant? Really?
The current system seems really clunky and convoluted to me. I would prefer: ITEMS are used to CRAFT SPELLS/SCROLLS (ie MAGIC) is used to ENCHANT or ENHANCE. It would be nice if the base items used in crafting also determined what kind and the maximum power of enchantments that can be used on a particular item.
What you're seeing in the top screenshot is the "cloth map" mode: this occurs when when you zoom out a certain distance. You can zoom back in sufficiently to get to the 3d map by rotating your mouse wheel. In addition to that, there is a setting by which you may adjust the cloth map depth, or rather, how far out in the zoom process the map will switch from 3d to cloth. The adjustment can be found under "Options" in the main menu (or hit ESC in game), click the
There are new tactical battle maps, which are immediately obvious, or not; depending on how long you've played the game. The DLC also includes new map 'stamps' - sections of the overland map which the random map generator pulls from when it creates a new game. So you won't see any entirely new maps per se, you'll just see more differentiation when playing with a randomly generated map.
[quote]CIV V Diplomacy is good?[/quote] Compared to FE/LH? Yes.
Those are features, my friend. Those are features...
If a solution can't be found within the current paradigm, I would prefer non-simultaneous turns to avoid issues like this. As it is, the AI gets a noticable advantage, especially on higher world difficulty levels and dense monsters setting, wherein the human has a lot more trouble clearing the landscape of monsters and the AI simply avoids them. The AI can even settle directly adjacent to lairs containing much more powerful monsters with their single, unguarded pioneer (which
Just give two extra logistics at the beginning of the game.
I was just looking at this post the other day and saw that Frogboy had mentioned that tactical LOS might be a possibilty somewhere down the road. Of course, he said this over two years ago.
Each of the six units makes an attack. If the attack hits, then the damage is applied (MinDmg is 1/2 MaxDmg.) So in the case presented in the OP, only one of the six figures made a succesful strike. Bad luck.
I have to say this has become a truly great mod! Having a ton of fun with the Kingdom of Raktur at the moment, and all of the other additional civs look like a lot of fun and really well thought out. The new Priest class is killer as well!!