LordTheRon

LordTheRon

Joined Member # 631039
1 Posts 114 Replies 14,773 Reputation

[quote who="Murteas" reply="6" id="3391384"] Currently I am playing with the Wizards and Demons mod which gives a separate summoner class. I think that mod has it nailed really close to right. Currently, I think the mod has the summons a little too powerful, but ultimately, it is really fun, since I want to have monsters in my army. I would be all for Stardock to take another look at summons and improve them.[/quote] +1, but I'm perfectly satisfied with th

16 Replies 64,784 Views

Caravans are a total nuissance imho. Never liked freighter in galciv either. It's cumbersome to protect them and a waste of time to go after them.

13 Replies 27,593 Views

[quote who="FeloniousMonk" reply="252" id="3389685"] Under "View Fallen Enchantress: Legendary Heroes update history" on Steam, a post by Yarlen says that the 1.3 beta has been refreshed today (August 15th, 2013, about an hour ago.) Fallen Enchantress: Legendary Heroes 1.3 Beta Refreshed Community Announcements - Yarlen Stardock Entertainment has released a new refresh for its opt-in v1.3 beta for Fallen Enchantress: Legendary Heroes today. T

270 Replies 673,591 Views

[quote who="abob101" reply="48" id="3389124"] Guys thanks for all the input. It's really helpful because I like to bounce ideas around. 5) Make it so that when you cast a strategic summons, the caster is unable to cast *any* other strategic summons for X turns where X is the power level of the summons spell. So Shrills summons are power level 1, you can cast another summons after 1 turn. A Death Demon is power level 5 summons so you can't summo

349 Replies 1,270,145 Views

Thanks for the update on that, Derek. Really liking the direction the 1.3 patch is going. While you're poloshing the hiergamenon to the new LH rules, could you also get rid of those annoying caravans? It's a leftover from FE and they're really just in the way lots of times.

270 Replies 673,591 Views

I agree on especially your first point. That's the most annoying ai issue That's left for me. The AI has really had a boost in 1.3 and I see some good things, but this really doesn't fit in. 2nd problem isn't so big for me at least. The AI manages to produce some nice stuff but it could probably be more efficient. 3) caravans just need to go. They're a relic of FE and don't belng in LH. They have no function other then being annoying.

10 Replies 22,434 Views

[quote who="abob101" reply="43" id="3388608"] Just thought of another option, I could remove the casting time but add a cooldown for strategic summons. Tactical already has a cooldown so it would mean they work kinda the same. Possibly also increase mana cost for strategic summons for balance. I did a quick test of the option 3 above, and although it works to set movement to 0 for a few turns... I can't seem to get it to prevent further spells.... so it

349 Replies 1,270,145 Views

[quote who="abob101" reply="37" id="3388558"] LordTheRon - good spot. I've been able to replicate it and unfortunately looks like it's a bug. The bummer is that it's not just the Ignys spell... there's nothing particularly wrong with that spell... you can replicate it with any other spell under the right conditions. I am presuming you have 2 champions in the one stack and you're trying to cast a summon spell (Ignys) that has a cast time greater

349 Replies 1,270,145 Views

The summon Ignys spell seems to have a problem. Everytime I try to summon it, it tells me I do not meet the requirements. Costs me 40 mana and no Ignys. Am I missing something or is this a bug? Could be that it's not working since Kayla doesn't have fire magic, but my other hero Badra does? But with other summon spells that's never a problem.

349 Replies 1,270,145 Views

I finally found out by trial and error, just before reading your answers. ;) I couldn't come up with a percentage though. It should be really easy to add to the description. 2% isn't much but at least it's global so it surely helps.

4 Replies 7,499 Views