Azunai_

Azunai_

Joined Member # 4419615
2 Posts 92 Replies 11,540 Reputation

[quote who="theemaster" reply="15" id="3368855"] My play style is pretty simple.. I'm a save and loader.. not a lot of people necessarily have patience for that.. but in that way.. I always/usually get the best outcome in any battle.. and I know many/some people play like me in civilization/king's bounty etc. [/quote] you complain that the game is too easy when you reload every lost battle? dude that has to be one of the dumbest compla

62 Replies 187,966 Views

[quote who="atlatea" reply="17" id="3368804"] ... My reason of not giving warrior that much attack is because there is a late game tech that give 10% atk, it can be researched infinite times, this means warrior will one shot everything if the warrior have many percentage atk booster. This tech also benefit warrior class the most, and give no benefit at all to mage class.[/quote] that's really a non issue. the game is over at this point unless you refuse to

34 Replies 32,509 Views

don't really care much about scenarios in this type of game. especially the silly campaigns where you get a chain of premade scenarios with limited subsets of the tech tree. never liked that concept much. for some games it works all right, but it wouldn't really work for LH, imo. i played the LH scenario in the beta once since Derek asked the beta testers to playtest it. found it all right, though the fixed, very low difficulty made it a bit too easy for my taste. finished it

32 Replies 118,295 Views

[quote who="Victor5" reply="3" id="3368718"] So, what I'm getting from this is: Simply hitting the "pass" button to end your turn automatically sends *any* unit into "defense mode"? Or is this only for units that have specific defensive bonuses? Either way, they probably should be more clear about this.[/quote] actually i made a suggestion during the beta of LH to rename the pass button to "defend" to make that connection more obvious

8 Replies 8,251 Views

while you're at it: i'm pretty sure one reason why many people stomp even high level AI is how easy it is to get units the AI can't possibly deal with. the 2 prime examples would be - tamed bears with maul (mostly early game, but if used properly, there is no late game since you already won) --> adjust maul to be less overpowered - trained units with ridiculous initiative and fire damage buffs fr

101 Replies 556,816 Views

- Craul is the sovereign for that second yithril faction. the bug is that he's also one of the level 1 champions for empires, so if craul the sov picked craul the champ as his first champion, youÄll see two of them. should have been fixed a while back, though (i think) - collars are used up even if the tame fails or the target it immune/invalid. i think you also lose them when you select the ability and cancel it. not sure if that bug is supposed to be fixed (or if it's e

2 Replies 5,048 Views

depends on map and settings. sometimes i'll even go with leatherworking first (e.g. when i have to kill stuff to even settle a second city, which isn't that uncommon on dense monsters setting). shrines can also be a viable alternative if you play a faction that benefits from shards (binding/amarian blood and/or a sov that needs some mana to be useful. if i start with the civ tree, i'll usually grab the workshop first, then the study, then belltower. depends a

6 Replies 12,024 Views

yeah that would be very welcome. it's quite tedious to have several armies exploring different regions and of course the mage's army picks up the rare longbow, the defender finds the mage robe and the assassin picks up the tower shield. would be nice if there was an easier way to trade that stuff. meeting somewhere in the middle costs a lot of time and is often not worth it, so the nice items aren't used for a long time (sometimes)

11 Replies 15,035 Views

don't know. i didn't really mind the limited attack during beta, but i also don't mint the new (and old) system we have now. i guess they restored the old system because many beta testers told them the other system was a bad idea/not fun.

5 Replies 8,168 Views

i don't think warriors and defenders are too weak. assassins are rather weak, though. warriors/defenders are just great in the early game, but once you can build good troops, you don't really need those heroes any more. defenders keep a little niche that noone else occupies (tanking single strong monsters such as dragons that oneshot trained units with the "overpower" trait), but warriors just suck later in the game if they don't have very good items (and no, double burning axes a

34 Replies 32,509 Views

during the beta, we had that mechanic for a while (battle consumes all remaining movement points) but there were lots of complaints about that system, so eventually the devs restored the old system of multiple attacks per season. i think two of the main arguments were being unable to loot a lair after you defeated the guardians (thus you could sometimes lose the liar when an AI army happened to be close enough and could just steal your loot), and slowed down wars against AI that would block t

5 Replies 8,168 Views

about 160 hours in LH, another 230 hours of FE before the LH expansion. most of the LH time was in the beta, though. I'm a bit burned out now and have been playing other games and enjoying other activities (away from the computer :) ) in the last ~2 weeks. i enjoyed the game a lot and i'll probably get back to it sooner or later.

19 Replies 27,571 Views

i think i played at least one full campaign with each of them (though some of that was in FE, so the rules have changed quite a bit and they may be a bit different now) that's a really tough decision. Pariden is definitely among my favorites, but i also enjoy Capitar and Kraxis a lot. Gilden and Yithril aren't too bad either, though a bit one dimensional. EDIT: totally skipped the "and why?" part of the question :) Pariden is great because all their abili

21 Replies 28,805 Views

i don't really have a solution to that problem. i extend the interesting phase with dense monsters and (sometimes) epic research pace, but sooner or later i'll get to the point where it's no longer interesting, so i either wrap it up quickly if i can, or i just abandon the game and start a new one.

2 Replies 8,396 Views

yeah i agree that removing them entirely wouldn't really break the game. maybe the game would be better off with a pure commander that doesn't share a path with the admin. the commander is pretty decent, but since it's really just one straight line, it might be more interesting to have more options for them.

6 Replies 10,777 Views

ok this is how it works for me: 1. create a desktop shortcut of the game; find the exe of the game (should be in C:\Program Files (x86)\Steam\steamapps\common\FE Legendary Heroes) and manually create a shortcut by right clicking-> create shortcut) 2. right click the shortcut, open the properties from the menu 3. on the Shortcut tab, add -cheat in the Target textbox. the path in that textbox should be something like: "C:\Program Files (x86)\Stea

9 Replies 7,556 Views

IMO admin heroes are a small niche. you may pick up one guy and make him an admin so your main fortress doesn't suffer reduced production from unrest or something, but other than that, they aren't a big focus in my games. while you're at it, you may as well give him road building so he can do something useful when you don't need the unrest dump. it's not terribly hard to give them a few level ups and they generally only make it to level 5 or something. going for merchant o

6 Replies 10,777 Views

[quote who="joeball123" reply="10" id="3366602"] Quoting Nick-Danger, reply 9{* -- some units were 34x6 at start of tac battle but after an attack changed to 32x6 -- not sure why attack decreased from 34 to 32} There is a trait, Charge, which grants additional attack and movement at the beginning of the battle. If your units have it, that could explain it. Quoting Nick-Danger, reply 932x6 vs 0: -227; -278; -292; -327 Looks like the damage ran

16 Replies 86,176 Views

don't think the AI gets a bonus to defense. that's the repeatable +10% defense technology at the end of the magic techtree. apparently they researched that tech about 113 times. pure melee weapons don't deal any real damage vs. this amount of defense. majority of the damage you do is elemental damage, since that ignores armor. don't know the design of Nick Dangers units, but i guess they are either buffed with fire/frost amulets, magic weapons (boreal blade or so

16 Replies 86,176 Views