Apheirox

Apheirox

Joined Member # 2451718
16 Posts 111 Replies 3,248 Reputation

- @ Webusver: Cities aren't impossible to conquer, that's not what I said. I said they are unreasonably hard to conquer. I also said it is fine they are hard, but they are [i]unreasonably[/i] hard and the price for failing is losing your entire army with all its XP. If I station my army + a few extra defenders in a city there's no way you can beat me when I'm also joined by the city militia with your ~6 units - I'll have double or more than your army. The only way to beat

25 Replies 35,866 Views

As predicted, siege combat has become more of an issue with the patch as the AI is now better at garrisoning cities. While it's good cities are no longer being left wide open [as often], the problem becomes the opposite: That cities are nigh unconquerable. If we're in the early stages of a game my armies will consist of a hero and up to five units. A city can garrison nine defending units plus the autonomous city garrison itself. The odds are thus heavily stacked against the attacker

25 Replies 35,866 Views

I thought it was always level 1 by design. Glad to hear it's a bug and looking forward to having familiars that can actually be used in the late game. Will make spending a point in Sovereign Bond much more viable.

12 Replies 14,786 Views

Great posts everyone. I hope StarDock pays this attention and chooses to throw a few resources after rebalancing these unlocks for 1.5. joeball, I agree with more or less everything in the first half of your analysis but little in the second half. I'l just go over these: - [b]Gallows[/b]: Can still be somewhat useful even as an Empire. Unlike this, the Slave Pens aren't free to build, after all. Still, only ever useful on small maps, anyth

8 Replies 17,582 Views

[quote quoting="post"]right off the bat.[/quote] This is what irks me more than the inability to remove roads. I think if StarDock decides to do some more programming on roads they should consider adding a rule so that roads take a few turns to build instead of just magically instantly connecting every single city immediately. Have the relevant city build one tile worth of road a turn. This should also fix OP's problem.

31 Replies 52,770 Views

Some time ago some guy posted a guide on the Steam FE:LH hub to the free improvements you get to pick when a city levels up. I don't think this guide has ever seen much attention but I realized it could serve as a starting point for a balance discussion regarding these free levelling bonuses - hence this thread. So, I also went ahead and posted my own evaluations of the various improvements in the comments secti

8 Replies 17,582 Views
Reply to N/A in FE Multiplayer

On the 'pick your free bonus' screen from levelling up a tier 4 fortress to level 5, the Great Arena still has a reference to Prestige in the description text.

3 Replies 1,892 Views

parrott, I'm aware it's additive, hence why I wrote 33 turns and 100 turns for the Loremaster III and Merchant IV respectively. 100 is definitely too low on Innovation and needs a significant boost. Yes, research is much more valuable than gildar but we're talking a 1:5 ratio here. Refer to above post: Innovation is almost worse than Loremaster III which shouldn't be the case.

15 Replies 10,589 Views

Life has an absurdly powerful spell, and it's available right at tier 1: Sovereign's Call. In a game where you win by outgrowing your opponents and the typical maximum growth rate of a city is +3/turn, the ability to add another +2 on top of that is extremely good. It's very terrain-dependent, of course, because without high grain cities you'll have trouble creating enough food to keep up with the ridiculous rate your cities are booming at. Sovereign's Call i

45 Replies 53,649 Views

Thread bump for 1.4. StarDock, you may need to revisit how spears are handled: - As per above: Default unit 'Spikes of Krax' is not available in until Leatherworking has been researched due to how the unit template is handled, meaning Krax as the only faction has no standard spearman until leather is researched. Not very newbie friendly, consider changing default template so they can build a spearman unit immediately. - As the only weapons

2 Replies 3,550 Views

About #1: Not sure if I understand your exact problem but: You can perhaps fix this by editing your text settings file: Navigate to your \documents & settings\username\My Games\legendaryheroes folder. In Prefs.ini, manually edit in the resolution you want to use, it's the "DisplayWidth" & "DisplayHeight" lines near the very top of the document. #2: I didn't even know about TAB (lol?) and have been playing the game just fine without it. If scrolling the b

10 Replies 26,457 Views

I don't understand that sentence? The later you unlock it, the less it is worth. Your sentence seems to suggest you're saying the later you unlock it, the better it gets. It isn't exactly a perk you can rush due to how high up it is in the perk tree and you obviously are also spending a whole lot of points into 'Loremaster' that could have been spent elsewhere.

15 Replies 10,589 Views

... on a side note, may want to reconsider the balance of the related 'innovation' perk on the 'Loremaster' series, the one that gives +100 research. While it does provide all that research immediately - and 'immediate' is a lot stronger than the previous, smaller gradual bonuses, this bonus is too weak. 100 is simply too low. Loremaster III gives +3 research per season, so it takes only 33 seasons to produce as much as the 'ultimate' +100 perk

15 Replies 10,589 Views

No no no, OP, you dirty newb you, you got it all wrong. What you really want to be complaing about regarding the FE:LH interface is that they didn't copy one of the new interface inventions Civ V got exceptionally right : The automatic find-next-idle-unit-before-turn-ends. In Civ V, you can't end your turn (unless you hard-end it with a keyboard shortcut) until you've issued orders to all idle unit and completely exhausted

10 Replies 26,457 Views

[quote who="merlinme" reply="56" id="3412018"] I still don't think this is a huge issue. The biggest problem in my experience is not the number of cities penalty it's the occupation penalty. My own cities have manageable unrest of about 40% on a low tax rate (with shrine + town hall)[/quote] ... [quote who="parrottmath" reply="57" id="3412039"] The occupation penalty only lasts 5 turns, then it goes

61 Replies 174,706 Views

I dislike your suggestions. Adding a penalty to cities growing fast would only further encourage city spam, something the game already fails to prevent as is with the rules for growth introduced by LH. The game should reward larger cities better, if anything. You ask for large cities not to have such a huge advantage over more numerous but smaller cities - well, they don't. In fact, the opposite is precisely the case: More numerous, smaller cities produce equal or better research and, mor

3 Replies 11,532 Views

Six cities is wrong. The optimal number of cities is a lot higher than that in the situations you'll typically be facing. I've used 15 as a rule-of-thumb number in my lengthy thread on this issue. The optimal amount of cities depend on a huge number of factors, many more than your formula accounts for - one of the more important being how much infrastructure they have. The more developed your c

29 Replies 74,163 Views

Most likely the problems you're describing arise from the need for a general rebalance overhaul of the skill trees. Let's face it: They probably aren't too well balanced as is. 'Potential' is just the tip of the iceberg. Plenty of stuff about the skills themselves but also how heroes can level (the current amounts of XP gained from stationing heroes in towns with buildings like the Adventurer's Guild is positively ridiculous) need changing. Much

34 Replies 37,944 Views

1. The game lacks basic features in this area. Some icons are simply missing on the strategic map - for instance, there is no map icon for an Ogre Lair an Empire player has built the improvement on. It appears StarDock simply never created the artwork for some of these things. It would also be nice if monster lair icons were normalized - certain lairs don't follow the same rules as others. For instance, presumably because the Banshee was added to the game later than many of the other mons

7 Replies 10,638 Views

[quote who="Camperscrispin" reply="43" id="3409820"] I absolutely DESPISE the penalty city system in civ 5. For me it makes zero sense it many occasions. The best example being, when you conquer or are given a city. REJOICE WE WON THE WAR, WE CONQUERED THAT CITY, BOOM! The whole empire becomes unhappy and or even revolts. It's a silly restriction for no apparent reason. I'm not opposed to having some sort of restriction fo

61 Replies 174,706 Views

The problem is the opposite of what you're complaining about: It's the manual fights that are wrong. The Shrills should focus down the same target during manual combat. In this case, the auto-resolve result is the real result.

3 Replies 2,818 Views