ohh number limits are a good idea too. perhaps a limit of 1-2 henchman for every champion you have, or one per each city, or every two cities. in my last game i just made an unstoppable army of my soverign, a krax spearman i found, and five henchmen of differeing specialisations. by endgame they were all around lv32 and my army rating was long since past "epic" :p
NanakoAC
i have to agree. i've never won a game by conquest yet, i just quit when my victory is inevitable. conquering and trying to defend all those cities is just boring, especially given the way that the AI spams units everywhere. At least some way of turning over control of the city to an AI governor would help relieve issues. As would some kind of fortifications that can be built by non-fortresses, so i don't have to repeatedly rush new units before i can move on if i ever
henchmen are really thoroughly overpowered. However i don't think taking away their immortality would be a good way to weaken them .it just wouldn't be fun :( The immortality of champions is a means to discourage save scumming. It's really annoying to constantly reload to avoid losing your favourite pet lv30 unit. it sucks fun out of the game. Letting them live, but with an injury, is a way to penalize death that players can shrug and accept, compared to the permanance of de
I wanted to mention a factor which i don't think anyone else has mentioned here. First hit gives superiority. Damage in this game works by adding up the total damage of each man in a unit. If some of the men in a unit are dead, the unit's attack drops appriopriately. While this may be only an occasional factor with smaller units (3 people) at the higher levels it becomes almost inevitable that at least 1-2 people in a 7-person unit will be killed with the first hit
[quote who="Lord Xia" reply="3" id="3269297"]There are some tings to take into consideration. What resources do the weapon take? Yea, that mace sucks compared to a lot of other weapons, BUT it takes no metal or crystal. Also, there are some tough things out there that are weak to blunt damage. [/quote] well when it comes to resources, almost all nonmagical weapons require only metal. i personally never have problems finding an abundance of
spiders are dumb, i'm sure we can agree there. They should be prioritising mounted units for webbing, and the strongest unwebbed physical attackers, for beguile. it doesn't make sense to use beguile and web on the same target. Farthermore, there's often situations where using EITHER ability doesn't really make much sense - webs are useless if i took first turn and i'm already up in your face, and beguile is easily nullified by keeping a space between attacking unit
[quote who="Tuidjy" reply="1" id="3269284"] Actually, dragons cannot be knocked down prone.[/quote] oh darn you're right. all large creatures are immune to it (and all mounted soldiers too). So in that case, i change my verdict, and i will say that maces are entirely useless [quote who="Tuidjy" reply="1" id="3269284"] This is one of the many ways in which something that works against the AI d
Maces suck, quite frankly. So do axes. And bows. The best weapons in the game are swords, spears, and magic-bolt-throwing staves. The reasoning: Swords: Swords often give a bonus to initiative, which is a huge thing in this game. being able to take more turns than your enemy, essentially equates to a massive amount of extra damage due to attacking more often, and it more than makes up for the relatively lower damage. Counterattacks are also amazing, they
path of the governor is imo worthless. The game only provides two methods for passively levelling units, as i recall (only one which works for champions). Both of them give only a "25% CHANCE" per turn, to gain 1 xp. which is pretty pointless. It would be too weak even if it were a guaranteed 1xp per turn. Given the far far far higher rate that xp can be gained from battle, i don't think it would be unreasonable to expect the adventurer's guild to give a flat 5xp per tur
i definitely agree that this is a bit of a problem. The fact that the player always takes their turn last, does not make sense. I think that they should at least be auto-first, or better still that some mechanism be devised to logically choose an order, or to randomise it. I really think the game should have been designed with continuous turns, where a "turn" is the time between pressing end turn, and gaining control again after everyone else is done. Instead they've made it that
i agree this is really unintuitive, it's a bad design. I would logically assume, especially from playing FFH, that magical immunity would make someone immune to any non-physical damage. However that's not the case. Enchanted weapons with extra fire/frost/lightning damage, will still do that extra damage to magic immune/resistant targets. And even things which are entirely elemental, such as a fire staff, will still affect such targets. Surely we can agre
Hi all. as i'm sure we're aware, this is a great game, but not one without problems. I crash >10 times in an average day's play, with several of those crashes being reliably reproducible, and i'm sure there's plenty of things that need rebalancing too. I wanted to ask first of all, what is the latest current version of the game. My main menu says "Version 1.00"although i'm sure someone on this forum mentioned a v1.04 at least. that aside, does
Hi all. I'm not sure if there's some official place to post these. I wanted to report a simple and fairly reproducible crash. If, after dealing the final blow in battle, but before the battle ends, you open up a unit's profile/info screen and leave it open, the battle will not successfully end. it gets stuck for a while and then crashes to desktop after about 10 seconds. this is quite annoying.
i'm sure i've never seen the ai go near a wildland, and i'm glad for that. There's one absolute truth in gaming, that people don't always seem aware of. Things are only interesting when they happen to (or near) the player. In this case, the wildlands are little mini adventures, interesting locations that are constructed to provide an experience. Specifically, a one-time experience. Once you kill the boss/loot all the caves/etc, the wildland disappears. Wild
i was sure i read that sions could be given pieces of equipment, that's the only reason i was interested in them. After going through the research and pain of finally getting one built, i was so disgusted by their lack of an inventory, that i immediately deleted my resoln empire and started an altarian game instead. They just suck, in every way. Custom inventory is a necessity, MORESO than champion traits. Without the ability to adjust and upgrade their equipment as they grow, nur
[quote who="Lord Xia" reply="39" id="3266426"] You are wrong. What I mentioned are absolutely RACE abilities, not faction abilities. You are the ones to mix this up, honestly, you are totally wrong on this.[/quote] It seems you are right. wow. This does not make sense. I went into the faction editor to check, and what you said checks out. The question is why. Given the huge checklist of strengths and weaknesses in there to choose
[quote who="Supreme Shogun" reply="2" id="3266415"]I think A lot of the Defender's stuff is OP. Particularly that there's huge bonuses to resistances making them completely immune PLUS there are complete immunities to Counterattacks and Crit Hits. [/quote] I don't agree. Resistances are easily maxable even without anything in the defender's path. Athican leather cuirass, plus the fire ring and fire cape, gives you 100% fire resistance without too much troubl
[quote who="Kalin" reply="1" id="3266410"] The problem with shieldwall is not that IT is op, but that the AI don't know how to effectively COUNTER def (like elemental damage), or at least they don't have enough time to do so. For example... if you run your shield wall army against a bunch of well designed mages... it won't be pretty. [/quote] Well, mages are another matter entirely. I think that as we have a generic "defense" as well as individual value
STEAM! =D
i don't understand influence. it feels like a pointless mechanic that doesn't serve much purpose. It's a pretty broken and sparsely implemented mechanic, and seems like worthless bloat considering the number of resources we already have. i've rarely felt satisfied with getting more influence, and rarely have any use for it except to sell it to the AI (who has no use for it either, judging from the amount they seem to stockpile.) The primary way of gettin
See title. For those who are unaware, shieldwall is an ability under Path of the Defender, which gives +5 defense to each group in the army (including the one who has the ability. This is a pretty big thing. as anyone who's played the game much will realise, defense is an incredibly important aspect of this game. I'm not sure about the math behind it (i'd love to see formulas) but my intuition from the numbers i've seen tells me it probably works, to some degree, on fl
As to the topic in question. I haven't played as yithril yet, but i've fought against them many times. juggernauts are very powerful creatures indeed. the power that they have is interesting in that it takes adaptation to fight against, however it's also adaptation that the AI doesn't seem capable of, and that's a bad thing. The biggest problem i can see with them, as people are describing, is that they don't have a role in an army. Rather, they ARE an army. Th
re: Lord Xia. You seem to be confusing races and empires. they are quite different things. Most of the things you've pointed out are EMPIRE abilities, not race abilities. You specify "RACE" in allcaps as if you're trying to compare the racial blood abilities. Yet not only are you mixing empire and race abilities, you're also leaving out many empire abilities and judging empires based on only the (incomplete set of) things you mention. </p
i've experienced the same bug in your first post. if i create henchmen with learnable abilities (like spell resistance) they're able to take it again on levelling. i believe the effect stacks, too
nono, forget the last two replies. Just right click the soverign you want gone. you'll get a confirmation dialog, and then it's gone. simple!