most useless things in LH


I will submit Trog Blood (+10% to poison resist). thanks for the $23. I think I have used this item 0/100+ times. Now if Trog Blood would give the drinker the Berserk ability then I could at least think about it.

I'm sure you guys have many others...

28,296 views 17 replies
Reply #1 Top

Ive used Trogs blood a bunch of times.

I keep expecting trogs blood +10 PR and hardiness +100 PR to equal poison healing me.

Sadly not the case.   :hugme:

 

Useless things:

1. Stone Clubs

2. Tactical Buffs

3. Darklings/Wildlings/Ogres/Trolls

Reply #2 Top


I was attacking the Capitar peoples recently and was at the doorstep of their last city; I must have interrupted one of their trade routes because they had a caravan just sitting in/on the only city section I had access to attack (choke point to get to it). Since I cant attack the caravan (immune to attacks) I have no way of decimating this city. this make me feel cheated and needs to change please.

Reply #3 Top

Oh, you ran into the 'invulnerable caravan of war' ploy.  Nasty, isn't it?  I think the invulnerable caravans should be invulnerable to monsters/wilds, and not kingdom/empire forces.

Reply #4 Top

Quoting ElanaAhova, reply 3

Oh, you ran into the 'invulnerable caravan of war' ploy.  Nasty, isn't it?  I think the invulnerable caravans should be invulnerable to monsters/wilds, and not kingdom/empire forces.
End of ElanaAhova's quote

So, basically the caravans would have the Stealth trait.

Reply #5 Top

Keg of Beer - +1 HP. All of +1.

 

Reply #6 Top

Quoting Galactic_Hunter, reply 5

Keg of Beer - +1 HP. All of +1.

 
End of Galactic_Hunter's quote

I admit, the ale isn't great, but +1 attack or defense is always useful for my sov. Much better than finding the same item multiple times. Or finding any low damage/low int weapon.

Reply #7 Top

Quoting ElanaAhova, reply 3
Oh, you ran into the 'invulnerable caravan of war' ploy. Nasty, isn't it? I think the invulnerable caravans should be invulnerable to monsters/wilds, and not kingdom/empire forces.
End of ElanaAhova's quote

I don't really care if they keep the invulnerability. I'd be satisfied if foreign caravans simply stopped blocking my army from moving onto the tile where the caravan is. Even better would be if the caravan became just an animation on the road tile and the 'attacks' that Legacy of Serrane grants immunity to was the interdiction of the trade route by monsters/brigands/hostile armies ending their turn on a road (which would disable the trade bonus for a turn or two).

 

As for things I find useless:

- All the rusty/damaged armor pieces you can find that require chain (or plate) armor proficiencies to use, but which are not significantly better than leather from a defense perspective.

- Militia. Is there a good reason to use these guys instead of spearmen (either custom or default design)?

- Most of the traits in the 'General' category.

- Strategic summons after the early game.

- The equipment shop for champions. Leather armor is about the last stuff you can buy there that isn't exorbitantly over-priced (well, it is, but the total cost is at least still low enough that you probably don't need to wait a hundred turns to get it), and all the various animal parts you can get from monsters sell for so little that there isn't any real way to offset the cost of even mid-game equipment if you want to outfit your champions with gear similar to what your troops get. Better off just hoping to find something good in loot.

Reply #8 Top

Quoting joeball123, reply 7
- Militia. Is there a good reason to use these guys instead of spearmen (either custom or default design)?
End of joeball123's quote

I use these guys all the time. It's a nice bash unit in the beginning of the game. So yeah I use the militia as a mainstay for early game.

Quoting joeball123, reply 7
- The equipment shop for champions. Leather armor is about the last stuff you can buy there that isn't exorbitantly over-priced (well, it is, but the total cost is at least still low enough that you probably don't need to wait a hundred turns to get it), and all the various animal parts you can get from monsters sell for so little that there isn't any real way to offset the cost of even mid-game equipment if you want to outfit your champions with gear similar to what your troops get. Better off just hoping to find something good in loot.
End of joeball123's quote

I too find that x5 price difference between sale and purchase a little offputting. Really it should be a x3 difference in price If it is worth 30 gildar, then i should be able to sell it for 10 instead of 5.

Also, if I find something that I can buy for 120 I should be able to sell it at 40, instead of the 24. The x5 is not good business... so much so that I forget to sell my goods at the store. I would just like the multiplier changed from x5 to x3.

***(Note the files indicate the higher value of the item, so the store sell price is 1/5 the actual value. I think 1/3 is more appropriate)***

It is not that the value of the item is too high, it is the value of the sale compared to the buy that is too low.

Reply #9 Top

Quoting parrottmath, reply 8

Also, if I find something that I can buy for 120 I should be able to sell it at 40, instead of the 24. The x5 is not good business... so much so that I forget to sell my goods at the store. I would just like the multiplier changed from x5 to x3.

End of parrottmath's quote

k6   X  k6   This!

 

 

Reply #10 Top

Yes, the selling price for items is superciliously discounted.  I find it better to hold on to equipment and give it to heroes that come on board later.  

Reply #11 Top

Quoting ElanaAhova, reply 10

Yes, the selling price for items is superciliously discounted.  I find it better to hold on to equipment and give it to heroes that come on board later.  
End of ElanaAhova's quote

I take that strategy, too. The problem, though, is that as heroes come along later, they usually have much better equipment, minus the accessories. So, after I've uncovered 4 Doom Clubs, I can only sell them for 7 gildar (or something crazily small). An increase in selling price of items by a bit more seems reasonable. I understand you shouldn't be able to abuse the system, but right now it's hardly worth trying to sell things, especially when you get so many duplicate leather helms.

Reply #12 Top

I really hate how caravans are in my way every now and then.
I also agree with the low selling value of items. There's just no point at all in selling items to shops, not until your inventory gets so large you can barely find what you're looking for.

Reply #13 Top


The Ogre hero (Hurugh sp?) can buy the skill as a warrior for chainmail and platemail. Still can't wear armour so pretty useless.

Reply #14 Top

Sions

Reply #15 Top

I wish they would expose the buy price/sell price ratio to modding.  All it would take is a line in the ElementalDefs.xml file.  That way at least those of us that think the 1/5 buy price is ridiculous could change it for ourselves.  Truly, that seems like such an obvious thing to put in the ElementalDefs file, I think they must have intentionally NOT put it there just to tick me off!!  ;)

Reply #16 Top

I wouldn't even mind it if there was a technology/trait that improved the sale price of items. This might be a good trait for the silver tongue ability, though I'd love to see it as a research item. It's not uncommon for civ games to have technology that improves negotiations with merchants.

Reply #17 Top

Quoting Lord, reply 16

I wouldn't even mind it if there was a technology/trait that improved the sale price of items. This might be a good trait for the silver tongue ability, though I'd love to see it as a research item. It's not uncommon for civ games to have technology that improves negotiations with merchants.
End of Lord's quote

 

That would be cool too!