yeah, somehow allowing that hero type unit to attached to an army seems bad. I've seen him hook up with groups bigger that I'd want to take on already. Made for some bad mojo whenever he came around.
SBFMadDjinn
the biggest annoyance for outposts is the sheer production cost. 500+ production for a consulate that only gives +1 growth? Very poor balance for production->benefit.
every single time... :( I've taken to having my first champion walking with the army behind my sovereign (alone or with a scout), and after the inevitable misses in tacticall combat for the 1-1 fight, the army roflstomps Bacco.
You have to keep in mind that a lot of those spells are great in combination with troops that gain +25% vs. wounded units. Even 1 point of damage = get the bonus. Ofc, Storm actually sucks. It's not targettable (would be more useful if it was) and it's only a one time strike. It could be boosted by either allowing targetting, or having the spell hit a random target every other turn for X turns (maybe 1/air shard?) T
it seems fine as is. My current LP is with an Urxen beastlord. You can either be lucky, or very unlucky. It took me 4 attempts to get 2 cave bears (2 tries each at 20-ish%). But that's life. Always bring meat (scouts work) and if it fails, you don't really lose much. Leave the cool stuff with another champion. The familiar/Imp being able to use beastlord tame seems the broken part. If you only can cast i
actually, that wouldn't be a bad idea. The upgrade path part might be troublesome, but the base idea of letting us just design units would be great. It would mean that you could design units for factions that you didn't play as, or make units 'general' for all factions to use.
Yup, I've seen this as well. I think it was the same level sword combo, so it might just be the one hero.
[quote who="Daynarr" reply="22" id="3337301"] Ok, that stands but LH uses multithreading for AI process so AI 'thinks' while you do your turn. It already uses some of computing in current system and I seriously doubt it would need significantly more for the one proposed.[/quote] I wouldn't say 'significantly' either, but was mainly pointing out that the reasoning behind the suggestion was player only related.
[quote who="Sanati" reply="19" id="3337185"] Quoting SBFMadDjinn, reply 17So yeah, there's a computing cost (AIs+you making upgrade choices/calculations) and a dev cost (teaching the AI to do it well). I don't understand your point. It already "computes cost" when you use the current upgrades or build a new unit. There's probably more computation going on right now when it tries to decide what weapon or armor is an "upgrade" for the unit.[/quote] &nb
[quote who="NanakoAC" reply="7" id="3337047"] Quoting schattenjaeger, reply 5 The problem with that, though (aside from suspension of disbelief) is computing cost. Every custom transition would also have a custom cost associated with it (the difference between unit type x and unit type y, plus probably some gildar to cover "retraining"). um, no ? This is a simple one-time cost.Which a player will, at most, do once every few minutes.&nb
The longer range is better as bandits, the primary users, can soften up armies before engaging. I've never lost anyone to a volley of knives though. Maybe a weak scout, but that's it.
You can make Iru Elixers in conclaves once you get the correct building in place (the one after the alchemist). Ofc, I couldn't actually construct that building in a recent game, so it might be bugged (or something else went wrong).
[quote who="schattenjaeger" reply="18" id="3337046"] Skeletons have WAY too much armor. To the point where you need mages or a swarm of ranged units to take them down. (Because they also do too much damage to risk taking in melee when it's early game and you're poor. Oh, and don't HAVE mages yet because they're too far up the Magic tree.)[/quote] packs of scouts seem to work due to the swarm bonuses. I recently had a scout do 110 dama
Hey hey! This is an expansion... just saying. otherwise, it's actually nice that there are extra base faction set ups, as you aren't just diverging from the core few factions. It'd be nice if they even went so far as to add a few more to play with. It gives a bit more variety to the replay.
[quote who="SCampb29" reply="12" id="3335984"] To some extent having it early can make the game more interesting; it recently forced me to go to war with a power I really wanted to wait longer on when I saw the towers going up. [/quote] the only problem with that thought line is that 'early' = game over faster and if the AI didn't defend itself well, then any SoM attempts get slaughtered early. For a game with 1000 turns, h
[quote who="ulysses_31" reply="10" id="3335840"] Yes it's simple, obvious and easy to change - yet it has remained this way for at least 1/2 a year. The only logical conclusion is that it is intended this way. Unfortunately there are several other similar balance issues.[/quote] Well, it's been this way from the beginning, but they only recently (give or take) made the AI actually go for it. So it's a recent change to the AI that requires a bit o
[quote who="Supreme Shogun" reply="6" id="3335780"] I said this before and got hammered. Lol. Anyways I still agree. It should either get moved farther back, cost more or both. [/quote] it's simple, obvious, and easy to change if it doesn't get the required balance expected. Especially now in a beta where they can just shift it around and not worry much about it.
given that you can no longer use influence to pay for things, this makes a lot of sense.
[quote who="parrottmath" reply="85" id="3335445"] Quoting SBFMadDjinn, reply 84 One last thought is that some of the upgrades would be nice, if they actually worked. I'm not sure the warden works on enough mobs, especially in LE, given that I rushed a warden on an Arcane Monolith next to a wildlands area, and all that seemed to do was draw the mobs out of the wildlands and into the outpost area. The warden specifically doesn't
One last thought is that some of the upgrades would be nice, if they actually worked. I'm not sure the warden works on enough mobs, especially in LE, given that I rushed a warden on an Arcane Monolith next to a wildlands area, and all that seemed to do was draw the mobs out of the wildlands and into the outpost area.
yeah, maul needs a bit of work. the suggestions above are a decent way to get it back in balance. Start with 'you can't maul anything bigger than you', then add 'can't maul anything that can't be knocked prone'. The above means getting to horses for units, but that should more than cover it for the early game. After that, a damage reduction per maul strike (% damage lost/strike) can wo
Since this affects both fe and fe lh, maybe we can fix it for both. The spell of mastery tech comes too early in the magic tech tree. A lot of AIs just head there and build the towers, rather than spend the gold/iron/crystal on units or something's else. They also don't actually try for the VC much. My thought on this is to move the spell mastery tech back past the third book of the magi to ensure there's less 'casual&#
And Slavelords lets you take those bandits and ruffians, etc and convert them to pioneers. etc There are some 'poor' choices, but these aren't really that OP. Wealthy runs out. What is likely more unbalancing is getting the free archer group and the sand golem (wolf also, but it's a glass cannon). get those free units and you don't need an army.
I think something might be broken in the Broken Loyalties code. I had a game where I literally just met the Kraxis during the AI turn, they declared war on me and used the spell to take my capital away from me (also my only city due to the vast wasteland of desert/swamp around me) - all on their turn. There were no units or anything around my city. I'm reasonably sure that my scout found them, rather than they found my city. so thi
I'd go a step further to suggest that the tactical map 'look and feel' should not obscure any tile that a unit can be on. It is quite annoying to have those trees on the left cover a few tiles, so that you can't see units there.