Zone of Control in EWoM, FE, and LH is problematic in a lot of ways, though better in LH. It's difficult to know how/when it will expand, is drawn strangely at times, interacts differently with outposts than cities, etc.. I really like some of the suggestions in this thread with providing some minimums and changing the behavior- very reasonable.
Lord Reliant
I'm not in favor of giving the AI an unfair advantage. It's likely the reason they don't have mana is because they're casting strategic spells and/or not prioritizing generating it.
Hopefully it's just an easy XML fix. Very valid point. Just wondering, but did you have any other heroes in your army? The penalty for more than one is rather severe. I did see the next LH update will increase XP gain slightly, but that would probably only yield 20 XP instead of 14, which is still too low.
Looks like a problem with the shadows rendering incorrectly. Two suggestions- 1. Try disabling shadows in the Video options section. I can't verify it right now, but I believe you should be able to do that. 2. Is your video card driver running the latest driver? What kind of GPU do you have?
[quote who="Alstein" reply="1" id="3348470"]Urxen might be balanced by vuln fire/resist cold.[/quote] That would be a cool counter balance to Magnar.
If you notice, the icons for Precision are different (they have an increasing number of lines next to each one, one for each level), though those lines are a bit easy to miss. Maybe those could be improved a bit? I could see having the Precision icon the same with a number embedded along the bottom (this probably goes for all other trait icons that increase in quality). MuLaFlaga- you may want to provide a little context around those crashes. What were you doing at the time? Did you g
Looks like there's a fix for this in the .85 release!
Will these manuals be updated for LH?
Perhaps some of the road-related issues surround pathfinding? Overall pathfinding has improved greatly from FE, but there are times when the paths it takes are just strange. Some more work on pathfinding may result in better roads. I really enjoy the automatic road building. It takes away from the micromanagement. That said, it would be really useful to manually create my own roads (which I haven't tried to do yet). Seems like there could be some compromise to allow it in other ra
Looks like this is in for the .85 update. I experienced this when my caravans ran through the Wild Lands. Very frustrating!
I feel like there are a lot of cool abilities in LH, but many of these are too cost prohibitive to utilize effectively. Level up traits are too slow to obtain, many spells cost way too much mana, upgrading equipment for troops/heroes is really expensive, etc. I understand there needs to be a cost associated for balance, but what good does it do me to offer spell books of any type in my shop if I can never afford to buy them for my heroes? (as an example)
It's strange that a panther only has 2 when Capitar units have 3. Derek- could you increase his movement by 1 or 2?
Sounds like a good amount of time to continue the awesome work of polishing. Would love to see some improvements to the interface screen (bigger icons/scaling, improved sorting/reordering, etc.).
Does the AI take Fame into account for diplomatic relations? I can see it happening indirectly in that when you get a new hero, it increases your power, which does have an impact, but sheer amount of fame should carry some weight, too (if it doesn't). Derek- make sure it lists the amount of Fame you'll gain from the quest in the rewards section (again, if it doesn't already).
[quote who="Wizard1200" reply="77" id="3348386"]I hope that Stardock improves the path trees, because they are too long and all those new abilities have too many prerequisites.[/quote] Agreed! By the time you get to the good stuff (assuming you do) with a hero's level, it seems like the game is over. I hate having to wait until a reasonable level before I get some cool abilities. Not that I expect amazing things from low level heroes, but there are so many minor improvements level
[quote]New texture for Ongr the Unbound[/quote] Ongr doesn't have a new texture. Ongr simply made all the other textures old.
That's a great summary. I read a very similar article to yours here: <span style="color: #1155cc; font-family: arial, sans-serif; font-size: 12.800000190734863px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: auto; word-spaci
Good point! Maybe a warning prompt when a unit is within X spaces of a dangerous creature when it's first discovered? After that point, it's known and wouldn't need to be flagged.
Thanks, parrottmath. You're amazing. Does the tooltip provide info on when that changes as determined in elementaldef.xml? If not, having it do so would help.
[quote who="Phaedyme" reply="3" id="3346150"] My observation has been that the occupied city unrest penalty declines over time.[/quote] I believe this to be true, as well, but it would be wonderful to know how this works. 1% per season? What's the game mechanic that drives this?
I've encountered this problem with my own units- I've tried to garrison them, and instead they just stand on top of the city (often wasting their last movement point- argh!).
Probably. Since the movement to the other square probably requires a full movement point, if you were on a road and then going off-road, it wouldn't reflect the actual points you have available. I wish Elemental would do what some other games doing (I'm thinking of Warlock now) where they show movement in fractions. Moving to a tile without enough points could deduct your current balance (let's say .7) and move you there next turn minus the remainder (in this case .3 off y
This is quite annoying. It's like the game "forgets" how much movement is allowed for each unit. I find it also frustrating that the high-move units slow down on a turn, even if those slower units are moved out. This is particularly a problem if you have a racial trait of extra movement (like General Carrodus).
This is on a brand new game in .80 of LH. I have two armies on the same tile. One has finished its movement, but I'd like to join the other one to it so they can be one big army. I can't interact with the army management screen in any way, and if I double-click on any unit, it causes a crash. Save game: https://dl.dropboxusercontent.com/u/83946369/LegendaryHeroes0_80-2
Maybe they're working on adding in waypoints so we can manually adjust the areas where exploration should occur? That would seem like a good way to get rid of it.