[quote] I miss Encumbrance, and want it back. Instead of the 40 / 80 cutoffs, it should just be each 10% of weight takes off 1 initiative. The horses giving encumbrance relief was always a bit silly, and that could be changed, but that doesn't make encumbrance broken. [/quote] My thoughts exactly. I would have thought that would have achieved a good outcome and would have been way less work than going down the current path. &nb
abob101
Pavise crossbows would be great if they actually worked that way or looked remotely like them. Pretty sure they were so big they got lugged around on the dudes back ... then when they stopped to fight/shoot... they'd set the pavise up in front of them (on the ground)... hide behind it to shoot. Yeah that'd be cool. But a dude with a crossbow in one hand and a round shield in the other.... how the heck does that work. [e digicons]o_O[/e] </
You must have built a Camp on the resource. They are limited cap units... the mercenary camp should produce 2 units of mercenaries and 2 units of hunters and then it should stop producing any more (unless those get killed... in which case it produces more).
Thanks for the quick response. What's the reason, is it to separate the upgrade line? I'm guessing this is that fun thing vs. semi-realism again eh [e digicons];)[/e]
[quote] And, damn this forum. It didn't save the changes to the OP I made a couple of hours ago. Sigh. [/quote] Might be good timing then to just mention.... good thread, thanks. Keep it going. [e digicons]k1[/e] [e digicons]:thumbsup:[/e]
Not sure if this has been posted before... but I only just realized you can equip shields with crossbows. Is that intentional? Kinda... strange.
[quote] Removed Encumbrance. [/quote] Holy crap! [e digicons]8C[/e] [quote] I'm sure the encumbrance system will still be available for the intrepid modder [/quote] Not sure about that, if they get rid of the encumbrance bar thing on the unit screen it'll make it rat
I agree with the tactical auto focus one, it's damn annoying... would love an option to disable tactical auto-focus. And for what it's worth, sharpxe... what the heck? Sanati clearly agreed with you and provided intelligent feedback... then you attack him (her?). Not cool. [e digicons]:typo:[/e]
Yep agree with mqpiffle, it's good but still WIP, hold off a bit.
Wow never new you published this. Thats' fantastic, good for you Brad/Stardock. Interesting read thanks.
The initiative problem is compounded by the one shot kills... whoever goes first wins. I think that impulsive would be fine, if one shot kills weren't so common. If it took 4 or 5 whacks at a unit to kill them, then Impulsive would not be so bad. At the moment though it's kinda easy to load up on Attack and Impulsive/Initiative and race in with a Cleave or Impale and butcher the AI on the first contact before they know what happened. @Ekimm
[quote] Actually, maybe add the requirement to all descriptions You've got Provides now, then under that you could add Requires or Upgrades From . [/quote] Yep, good suggestion. [e digicons]:thumbsup:[/e]
Yeah I get this, definitively from using Ctrl-N.... possibly when going back to the Main Menu and starting a new game also.
Me thinks DsRaider and Spitzvogel are making excellent points here. Impulsive and Charge are clearly overpowered. It's worse when you get them from Fortresses. I think it would be great to see less 1 short kills. So whatever the best way to achieve that is... making scaling back weapon damage I dunno.
Same, this is the least stable version of FE/LH I've played :-(
I really think a Hero XP Pacing slider would be a great option. That way those who want faster leveling and more powerful heroes can crank it up and those who are happy with the current lower powered heroes can turn it down. I know this can be tweaked in ElementalDefs.xml but maybe just stick the option up front.... at least it would save a lot of debate about it. There's never going to be a setting that suits everyone.
Regarding this one: [quote] Add the ability to see the full stats and equipment of the two champions we have to choose between on the selection screen itself (or, you know, double-click on them to bring up the unit detail window). [/quote] Kael or Frogboy said somewhere this was by design. Might have been in Frogboys youtube. The idea was you get a rough idea as to teh type of champion they are... but they didn't want players looking at champi
[quote] 1. Border colors should have two colors like the city-states in Civ V so that they don't look so similar. For example, Pariden should blue and white. Resoln should be blue and black. +1 to this! Some faction colors are too similar now. [/quote] yes, pls another +1 to this. When you have 1
[quote] especially when you are suddenly releasing 100 new fixes, learned from FE , into the newest money sink. [/quote] Not sure about that. There more bugs in the latest LH that the latest FE I would have thought.
See this: https://forums.elementalgame.com/434780 (The answer is yes).
I get crashes from Ctrl-Alt-Delete too, with both LH and FE.
I think the first few champions come to early, i.e. the 3, 50, 100 then 200 fame levels. If you're active with quests, clearing goodie huts and if you build the Adventurers Guild you can hit those rather quickly. Maybe just scrap one of these and have the first levels something like 15, 75, 200. Just slow it down a bit early on.
@HF - good suggestion! I spent some more time looking at CoreGameEvents.xml and found it interesting. I'm just going to dump my findings here before calling it a night. Basically, seems they've just added a new quest TriggerType in LH... this one: FactionResourceLevel It works in conjuction with these: Fame 1&l
[quote] Check out CoreGameEvents.xml maybe you can use that method for something. It's new in LH so I haven't looked at it. [/quote] Yeah I had a quick look at that a few nights back... you can use it to spawn the champion selection when player hits a certain threshold for resource X. I believe i got it to work for a custom resource when I was mucking about with it. I was also looking into the poss