cwg9

cwg9

Joined Member # 2515929
8 Posts 90 Replies 287 Reputation

[quote who="GFireflyE" reply="17" id="3358495"] Quoting Vallu751, reply 1Have you noticed that the main source of troops for Resoln are generated from their shard shrines and altars? The shard units are free from upkeep and if they die, you generate new ones automatically. and for the most part, those units suck.[/quote] I would only agree with that for the fire and water demons, they desperately need more defense or hitpoints to

28 Replies 28,758 Views

The thing is the world is a more interesting character and opponent than the AI factions are in this game. If the AI is not bothering me I find it more fun to go questing, conquer a wildland, tackle a deadly monster stack, etc. Steamrolling the AI cities is kind of boring, relatively speaking. If the AI wasn't so idiotic I might feel differently about it.

47 Replies 175,325 Views

I agree it's somewhat better now. Looking forward to trying out the next round of balance changes.

6 Replies 20,284 Views

Naidrev, as you say there aren't time and resources for such a radical overhaul of the system. As to how effective it would be, its tough to say without a detailed design to look at. I do think the current system gets a lot right and we don't need to throw out the baby with the bathwater. If they just keep streamlining, balancing and focusing what they already have while looking at giving some of the classes a few more active abilities we'll be in pretty good shape.

27 Replies 82,997 Views

Its supposed to be there as the tradeoff for getting way more defense than the faster units. With encumbrance gone, its the only tradeoff left for wearing full plate. Try giving your heavy armour units weapons with counter-attack, traits that boost their initiative, or putting bread and butter spells like haste and slow to good use. Also don't make just heavy armour wearing armies, a mix of unit types works best just like in real life. The role of the heavy armour units on the battlefield

35 Replies 124,985 Views

[quote who="halmal242" reply="5" id="3358156"] ...This would make for less high level creatures except in Wildlands but then AI's won't get overrun, only in challenging and less since the monsters ignore the AI on hard and above per Frogboy.[/quote] If they are supposed to be ignoring the AI factions on hard and above, something is not working right. I play on expert/expert or ridiculous/ridiculous and the AI is losing a lot of cities to the monster hordes.

8 Replies 6,627 Views

Even in the base game you can make a druid themed custom faction & sovereign that does basically everything on your list except for the shapeshifting. I know because your thread inspired me to do it! Beastlord with earth and life magic. Faction with archers, master scouts and enchanters. Spend your remaining points to your personal taste. Take the mage tree with aeromancy, hydromancy, geomancy, abjuration and perhaps a few summoning spells if you want and you've got a master of nature

12 Replies 34,642 Views

I agree with the OP that the potential traits need to go and am glad to see some progress towards that in the patch notes. I'd take it farther and seriously consider removing potential I as well since that is still going to feel like a boring mandatory pick to a lot of players. Still, reducing it to one trait instead of three is a big improvement. I've also come around to agreeing with Azunai et al that the xp split isn't really the problem (although I'm not opposed to

64 Replies 184,162 Views

Good comments overall, I agree with a lot of them. My favorite two trees are mage and defender. Mage has lots of interesting spells, the summoning path works great and the casting path does its job for a pure caster. The defender has lots of interesting abilities in both trees and feels like a complete class to me. The assassin is in the middle with lots of interesting abilities, but as you said its very squishy. My least favourite classes are warrior and commander. Both have

27 Replies 82,997 Views

I'd like to suggest that you give Deorcnysse a permanent darkling garrison to deter the AI from attacking it before it has the forces to defend it. With the current situation of the city being completely undefended, what will often happen is that the AI will walk right in with a small scouting force. A couple turns later hordes of angry Darkling armies swarm the city and take it back from the invaders. To show them who's boss, the darklings then raze their great mythical city to the g

4 Replies 11,337 Views

I've noticed that the pathfinding tool will sometimes show an incorrect distance that your selected army can travel in the current turn. When this happens it consistently shows the army as being able to move one tile further than it actually has the movement points to do. When you give the move order the army ends up one tile short of what was indicated, which can have painful consequences when you are trying to sneak by hostile forces safely.

19 Replies 21,542 Views

I'm playing the Wildlands map, Expert/Expert with dense monsters. The AI seems to have a lot of trouble coping. In my current game my two neighbours were Yithril and Magnar. Both of them lost their capital cities and 2nd cities to roaming monsters. They did both have some pretty powerful strong difficulty camps near their cities. I'm not sure what you can do about this, but my suggestion would be to make sure the AI knows to prioritize taking out monsters within its influence area and

8 Replies 6,627 Views

I've noticed this happening consistently. How to reproduce: set autosaves to be every turn. On a turn that a unit finished building, load the autosave for that turn. The unit you just built is gone and the city has moved on to the next item in the queue (or is asking for new build order if you didn't have anything queued up).

0 Replies 2,284 Views

I think the tech should be pushed later in the tree, the costs to build the towers at least doubled, and the spell of mastery increased to at least 1000 mana. Maybe double the casting time too.

16 Replies 9,693 Views

I agree with this, it should be later in the tree. The AI tends to have all 4 towers built really quickly, especially on higher difficulties.

16 Replies 9,693 Views

I just wanted to add a thank you for the all the crash fixes. The game is MUCH more stable for me in v.9. The save/load crash is the last one that is happening to me with any regularity, so hopefully v.91 will take care of that one too.

62 Replies 194,164 Views

I disagree with a lot of what the OP said. I think LH is an much better game than FE, despite its flaws. I do wish they had at least another month to work on bug fixes, balancing and AI however.

99 Replies 420,433 Views

[quote who="Wizard1200" reply="46" id="3357064"] It is very sad, that important parts of the game like additional items, spells and quests will be sold as DLCs. I guess that the DLCs are the reason why not many new items, spells and quests have been included in LH. I thought that Stardock was one of the few developers who sells complete games, but i was wrong.[/quote] You know they've given away for free copies of both FE and LH to everyone who bought Wo

63 Replies 154,764 Views