i think the 4-5 cities plan is for the early game. they will be sufficient to get you to the mid game. what you do then depends a lot on how the game develops. if the diplomatic situation is stable, you can go monster hunting for fun and profit, perhaps aiming for a mastery quest victory, if your neighbors expand more, you may be forced to fight them and take some of their cities; this may lead to a conquest victory, or maybe a "diplomatic victory" (which really just means that you don't
Azunai_
interesting question. i guess my list would be Dex -> crit chance, dodge, initiative, Str -> attack & armor penetration, Con -> HP, resistances & defense, Int -> spell mastery, spell power, mana cost discount , Cha -> Trained unit attack & defense, city production/research/gold (depending on the city type - growth for villages until they spec into one of the 3 types)
[quote who="Anelyn" reply="42" id="3354448"] You put it as if YOU have to fight non stop and early on before you develop economy / research / spells to decent levels to tackle enemies. Can you do weak quests on Ridiculous and Insane with your starting militia and spearmen? Can you clear lairs of 2 spiders, pack of wolves etc early game? No you can't, unlike AI. On normal you can go on a map sweep with starting army and whatever you grab along until you can produce advanced (mounted)
i usually pick a path that seems appropriate for that sov/faction. for tarth/irane, i think archer assassin is more or less the "canon" path. i wouldn't play magnar or markin or carrodus as assassins, though.
[quote who="MM77" reply="16" id="3354426"] Azunai , will you help me? please write or paste the steps on how to do that. [/quote] i don't have much experience with modding, so i just tried the most obvious solution without cheching tutorials or anything. seems to work. i don't know how to make a proper mod, so i basically just "hacked" the game XML file that contains the relevant information. i think save games store the XML data, which means it will onl
i think there's a new mechanic in LH now that also reduces the XP gain when your army is stronger than the other. don't really know how that works. by gaining a higher level, i guess this mechanic might reduce the bonus XP even further. bottom line is still - remove the traits- they are a trap.
seriously? you want encumbrance back so your mage can wear heavy armor? if that's so important to you, just mod the game and put heavy armor proficiency in your mage tree. problem solved.
did you change any of the world/game settings between those experiments? maybe one of the many sliders impacts upgrade cost. i think it would make sense for the "production" slider in the world setup to affect upgrade cost (with slower production, upgrades might also be more expensive) EDIT: regarding the athican leather: it's the same for light plate/ master chain. the item in the screen just shows the effect of the full set (i.e. athican armor chestpiece and 4 pieces of leather
i'd love to see tarth :) there's one small mechanic within the default tarth setup most players seem to miss: their sov starts with air 2, so it's not exactly hard to get her to air 5. at that point, you can just tornado big stacks into small stacks/single units. with master scouts and the huge bonus when in small groups, you can then split up your army and kill the individual units easily. air 3 and 4 aren't that bad for an archer hero, either. i think air 3 gives you the tel
[quote who="Emperorjarin" reply="19" id="3354139"] What you just described has been the biggest problem I have with LH at the moment, though I disagree with your conclusion re: potential. I wouldn't even say that they're the key factor in early game, unless you have a fire/death apprentice, and their time of usefulness is quickly outpaced by trained troops' tech levels. Heroes absolutely must get a huge injection of XP gain in order to stay relevant t
that's exactly how the game works?! chain proficiency for commander is a branch from the main commander tree (the troop accuracy/initiative/battle cry line)
[quote who="fenwe" reply="133" id="3354059"] They are supposed to be more powerful. There is a difference between that and what is happening on the battlefield. If I have two heroes who's combined level 7 lets me kill a level 14 dragon, then I'm with you. It doesn't work that way in practice though. Those level 7 heroes would just get eaten for lunch, as they should be. Unfortunately, putting two heroes together means that they will automatically be under level f
i think they armor proficiencies are in their current spots for a reason. the defender gets plate in the "tank" tree, which makes sense. why would you use plate when you're not going to use him as a tank? in a support role, the extra initiative penalty only makes him worse, not better. the lower tree for the warrior looks more like your typical "glass cannon" line, so it's probably a balance decision to put the armor traits in the other branch. chain armor is easy enough
[quote who="Anelyn" reply="68" id="3353896"] Leaders and Kingdom / Empires traits are not displayed properly on the select sovereign / faction screen when you want to start a new game. For example for Krax - Empire of Krax there are not penalties shown to faction / leader. Yet when you start a game you discover they have +10% unrest.[/quote] umm, i think your game is broken, then. when i start a game as krax, they don't have any extra unrest. they used to have -5
you can turn off random events in the map setup. this will affect all random events, though, not just a specific one. for that specific event, you could probably make a little mod that removes it from the game files or something (i don't have much experience with mods, so i don't really know if/how that can be done)
yeah blunt isn't that great. my only real use for them is the no metal situation. in theory, they are be decent defenders, though. in a defensive battle, i think i'd prefer mace defenders over sword defenders. i rarely fight defensive battles, though, so this is kind of moot (for me, anyway)
Krax doesn't have rebels. their leader does have cruel, though (5% unrest). were both starts on the same map size? map size also affects the number of research points needed for each tech (larger maps require more research). and of course, Karavox starts with Fire/Water, so he can buff his first city with inspiration, if you already applied essence buffs, that would explain the difference (level 1 town only has 1 research, adding another point at that stage doubles your very early researc
i think they changed that specifically to not clutter the tech tree with useless information. up until the change (i think that was in patch .75 or .80) the individual pieces were displayed separately at the appropriate tech
re-using the scout for the weakness trait works, but the trait is removed when you change gender or randomize their look, so you are pretty much stuck with the default look of the scout.
yeah i agree that the traits should probably be removed. they aren't useful. in fact, i consider them a trap. a player who doesn't know the game very well may think they are useful and pick that nonsense instread of using the actual traits of their path. which leads to totally useless heroes in the important early part of the game where heroes are the key factor for a successful game. by crippling them with potential, you might just as well not have any heroes at all at that
once again - chain and plate proficiency are just different skills so you can define units that don't upgrade beyond chain armor (e.g. a semi high initiative unit with fast, warg mount, haste amulet and finesse trait) - you can still upgrade the shield to a tower shield this way without breaking the whole concept of the unit. chain proficiency is slightly cheaper than plate, too. if you want to upgrade the unit to chain and later to plate, just use the plate proficiency, which - once agai
if you load up the source code, i might be able to help you a bit with the UI. can't promise that i'll have time to do it, though. or perhaps someone else may want to do it (i guess i'm not the only c# programmer on this board, in my experience half the people on game forums are programmers :) )
i started playing FE a short time after release, and it's always been like that since then. it's definitely never been any different in LH. no idea if it was different in the FE beta
yeah i agree the way the information is presented is a bit confusing for a new player. but after taking a look at the mage or commander trees (or the general tree of all classes) it should be quite obvious that the traits stack. wouldn't make any sense at all to have trait lines like Prodigy 1-3, Evoker 1-4, Tactician 1-3 or even the general trait Quickness 1+2 since each rank of those traits has the same amount. could be presented in a more newbie friendly fashion (for example, with a to
lethal is not a replacement. none of the skills in the trait tree are. they are all cumulative (please correct me if that rule is not consistently applied - i can't think of a single exception right now)