the way you describe it, you played a very specific strategy in FE. playing with altar henchmen you can basically still play like this if you really want. one of the core changes of LH was to tone down hero levels and at the same time make hero development more predictable by removing the randomized trait options, so i think the removal of your preferred playstyle wasn't really a defender nerf but more of a general shift in game mechanics that hit defenders mostly because they happened to
Azunai_
just played the old FE scenario that was ported to LH in the recent patch. btw, really liked how the champion based campaign plays out with LH champion game mechanics. Some things i noticed: - on the final map (chapter 9 to end i think) my city had 0/0/0 yield. reloaded the last autosave (before boss battle of the 2nd map) but the result was the same. (was still ale to finish the campaign, though, not like the city is all that important in a champion based scenario) -
IMHO the biggest flaw of that 3% per city mechanic is that it's a static value across all map sizes. so it's pretty much negligible on small maps and at the same time crippling on very large maps. i never understood why the percentage doesn't scale with map size. even civ 5 (which is known for it's rather strict anti-ICS mechanics) scales the most important per-city penalties based on map size so you can have a lot more cities on large/huge maps. also, during the beta
maybe that mod replaced the original faction definitions? not sure about the default factions, but custom factions aren't stored in Data\English but in My Documents\My Games\LegendaryHeroes\Race. i suggest you find out where the faction definitions are and take a look at the values in the tags i posted above. if they are different from the default, either modify them back to default values manually or re-download the files.
seems to be 25 food per grain at the start of the game. there are yield modifiers in the XML file that defines the race (faction), i think your problem might be in those XML files. by default, the relevant part of the file should look like this: 1.0000 1.0000 1.0000 1.0000</A_MaterialsYield
[quote who="MechaGodzill" reply="34" id="3397704"] .... Thanks. I had no idea that's how it worked. My problem is that my defender champion has such defensive bonuses; but if I don't play aggressive with my champions, this might result in my trained units suffering more attacks. I'm not really sure how I'm going to put this to use. but I'ma new player, so I'm still figuring out many things. Thanks again for clarifying [/quote] <p
i disagree with the "useless defenders". in fact, of the 3 melee champs, defender is easily the most useful in my experience. i guess it's really a matter of playstyle, though. i generally play a "boom" strategy, i.e. devote minimal resources to military and focus mostly on expansion and development. once i reach a certain point in the game, my cities are good enough to support decent armies and at that point i start conquering the world and work towards a victory. with that backg
it's pretty good for pumping out pioneers - grows quickly thanks to the high grain yield and has decent production. if you have life magic, slap on growth, if you have earth 3, slap on set in stone (double production at the cost of zero research). you lose absolutely nothing from keeping it at low pop, since its level ups don't really affect the yields. it's not really useful for anything else, since it lacks the fort buildings for training decent troops, the base research
yeah snaking is a bit of an exploit. not really a major thing, though. i used it for a while, then went back to the default auto placement. not so much because it's unfair, but rather because i hated that awful look of tentacle cities ;)
the tarth, gilden and yithril are pretty close to your standard tolkien/D&D wood elves, dwarves and orcs. pariden might also be consideres high elves or something and resoln share some characteristics with dark elves/drows. they don't have the standard looks, but their traits aren't all that different from what you'd expect of high fantasy races.
have to agree with the majority here - archers are useful, but far from overpowered. an army of archers combined with something less squishy (maces or swords with def traits) can be pretty good, but without a solid frontline that keeps hostile melee units away they won't stand long against melee units. if you outnumber or outclass the enemy, they can win battles with little effort, but the same can be said for every other weapon type. they generally won't stand a chance agains
Apparently, the price AI demands for horses (and probably also wargs) hasn't changed since at least patch 0.50. that would be ok, except for the fact that back then a stable produced 1 horse per turn and IIRC there was also an upgrade to the stable (ranch?) that increased the rate even further. This was changed during beta to make foot soldiers a bit more common (as it should be). the probelm is, people can still rely on mounted stacks to a large degree, since the AI will still sell you a
pure hero armies only work with gimmick strategies, in my experience. you generally need some troops to support them otherwise. i don't understand the comment that heroes are crap early game, tbh. in my experience, early game is where they are most useful. their power comes from found items and level ups, so it's independent of your faction's tech progression and economy. heroes can be very powerful long before your trained troops are even semi decent. once your civ catche
[quote who="Stalker0" reply="9" id="3376980"] Quoting parrottmath, reply 7 Might be nice if impale ability ignores 33% more armor. That would make it more useful and fits in the theme of the attack. Technically impale (and the axe's cleave) should negate a bit more armor than normal. The reason is a normal 10x3 impale attack turns into a single 30 attack....which should penetrate armor easier. That said, i ha
it's pretty hard to come up with a single, meaningful rating number in a game with so many different stats. there's no way the game could tell you if your troops are likely to win. the threat levels are really just a general category, nothing more. so a new player who doesn't know the game at all gets the general idea that a bunch of wildlings isn't as dangerous as a crag spawn, or that a sand golem is less dangerous than an obisidan golem etc.
a rather crude solution would be to automatically set pioneer to the start of the queue (similar to how the continuous projects like "produce wealth" automatically sit at the end of the queue). that's not perfect, since the player may have valid reasons to queue the pioneer after certain other buildings. or maybe only allow one pioneer in the queue, so you could still exploit it a bit, but not to the extent it's currently possible alternate solutions would be to
that's an interesting find. so with the current state of that ability, you're better off using it on squishy damage dealing units with low auto-defense and you should actually avoid using it on "tank" units with defensive trait & shield, since it may even reduce their defense (if the defender champ has rather low base defense, i.e. only wearing leather armor or something). i doubt it's really working as intended. imo, it should do what the description says - put the un
wildling shamans usually spawn in the mid-late game, not early on. if you don't clear the wiildling lairs in the neighborhood, they'll eventually upgrade to the point where they are guarded by shamans (and also send out armies with shamans). you can usually kill the lairs in your domain before they upgrade. killing stuff that is outside of your territory isn't really mandatory. when you send out armies to grind some XP in the wilder parts of the continent they'll probably have
not sure if i understand you guys correctly, but multiple figure units actually lose attack streangth when individual figures die ?! a base speaman has 5 x 3 attack when at full health (let's say a fresh spearman unit with 8 x 3 HP) after taking 8 damage, one of the guys is dead, so the unit now only deals 5 x 2 damage instead of 5 x 3. isn't that exactly the mechanic the OP asked for? if not - what's the difference between what i described (i.e. how the game
i wonder how the dodge vs. accuracy calculation actually works. i mean, once you hit the end of the warfare tree, you (or the AI, especially high level AI) can go for the repeatable +10% accuracy boost to get (almost) unlimited accuracy. not sure how the interaction between accuracy and dodge works, though. i guess 100% dodge is great vs. everything else, but if the other side has hundreds of accuracy points, they might actually ignore your dodge.
it's just a matter of patience. with enough mana this should be possible, unless there's a hard cap for initiative in the game. celerity (air 5) costs 200 mana for a permanent +1 boost, so assuming 20 base init any maybe 5-10 from items, you'd need something like 14.000-16.000 mana. you could run the game in cheat mode to get the required mana without actually wasting several hours of real time to farm it legitimately (for testing purposes)
yeah it's true, you can also use the blunt weapons (and technically, also crossbows) for tank units, but they suck at it because they are slower than the offense units, so the defending army can deal significant damage to your soft targets before your tanks can move into position, and they can also hurt your tanks before they go into defense stance. two handed weapons don't make sense for tank units, since a large chunk of the tank's defense comes from the "+defense while defendin
yeah i guess he should have an trait. he has the "weak" weakness, so he should probably even have 2 extra traits. he only has path of the mage, water I and fire I, though and nothing else. maybe he was supposed to have fire II and water II ?
trained staff units seem excessively powerful (ignore defense). should be more expensive imo (more crystal & higher production cost) and/or might consume some mana per shot (it's magic damage after all) to bring them in line with other unit types.
my first champ usually becomes a defender and joins the army of my sov. doesn't take long to get him to level 4-5 at which point he's quite solid. later on i may split them up. my armies often end up with 2 champs, since i find them more useful than another trained unit and i don't really care about the XP penalty (it's not as bad as it may seem - two champs sharing their XP are about 75% of the level of a single champ without split).