Winnihym

Winnihym

Joined Member # 2413186
101 Posts 370 Replies 19,920 Reputation

Thanks, Illauna. I have an answer now as to how he did it. He marched a 3 stack of 3 slave militia army, uncontested, into the wildlands and took the undefended city. That seems unlikely, as I watched that army park itself, turn after turn, inside the wildland next to superior forces from the land, and not get challenged. I don't suppose slave militias have that "monsters will ignore you" thing?

7 Replies 7,566 Views

Turn 54; Magnar power rating 19, my power rating 21. Challenging settings on world and AI. I have a single stack, using leather and spears, 6 units total, lead by one champ; strong rating. Turn 55, magnar clears a wildlands, power rating goes up to 85. Is this intended? Is this possible? I know I couldn't clear a wildlands with what I had in 55 turns.

7 Replies 7,566 Views

That's inconsistent, then. There are other perks (like the dodge one) that has 2-3 levels of +5 dodge; those would essentially be useless perks except for getting higher in the perk tree. Perhaps a better way to say this is "Please make the descriptions of the perks consistent throughout the champion trees; either make them describe the total cumulative effect, as Merchant apparently does, or make them cumulative, and change merchant to +1 gold per perk."

15 Replies 10,573 Views

Thanks for the replies. Sounds like you're very close to what I want to do, abob. The only thing two things I'd change it that the Unit Design ability costs 1 mana per unit, so a squad would cost 4, and a company 6, mana per turn. Encourages smaller, weaker healers. I'd also have a block that says you can't have armor or cutting weapons on the unit (ie, clubs only). Dhuran, could you explain how you're posting xml in window?

22 Replies 72,000 Views

Thanks for helping, all. Yes, from a gameplay standpoint, hit points on units are a precious consumable commodity. They regenerate slowly over time, much like coin or mana, but they get consumed during battles. Being able to convert one resource to another (in this case, mana to hit points) is a strategic decision. One of the design flaws, IMO, with the skills system is that the opportunity cost you pay for a resource is paid up front, once, in the building of a skill

22 Replies 72,000 Views

One of my personal disappointments with FE/LH is that a priest like normal unit never made it into the game. There is, to my knowledge, no way for a regular unit to gain the ability to heal another unit. There are spells that confer that ability onto a champion, but not a regular unit. I am not a modder. Before I start learning how to do this, I wanted to know if such a thing was even theoretically possible, or if there were tags that prevented a regular unit

22 Replies 72,000 Views

When I view an AI opponent, there is a number listed for research. I'm not sure, but it appears to be a big number. This leads me to think this is a total accumulated research number, not a per turn number. Can anyone confirm this, and is there any way of being able to see my own "total number" to compare how advanced I am compared to the AI?

0 Replies 3,374 Views

Hi, I started up a game of 1.3, and within about 10 minutes, a fine, black powder started coming out of my hard drive, accompanied by a soft grinding noise. Also, it would appear I'm now structurally, though not genetically, female. Did you guys intend for this? (Something very, VERY cool happened at work today, so I'm in a bit of a fey mood. :))

2 Replies 4,412 Views

Master of Orion did this beautifully in their research tree, in which each choice locked you out of the other options, unless you had the creative trait, in which all options stayed open to you. Something similar here, where each choice locks you out of other choices, unless you took a trait at startup, might be fun.

30 Replies 39,874 Views

Let's turn the discussion around. Why are you guys resistant to putting the road building ability as a trait that can be built into any given unit, no matter the faction? That's been asked for several times over the years. Is it that you want to reserve that ability for only Capitar, as a benefit of that faction?

52 Replies 173,966 Views

I've noted this before, but a way to cut down the progression, and also make a good "guns vs. butter" choice here is to allow us to spend fame to add experience points to heroes. Making it a consumable resource means either a lot of low level heroes, or a few high level heroes. It also solves the problem of hero leveling, and getting to the end of the trait trees.

5 Replies 4,891 Views