I guess, encumbrance trolls are the new dynasty trolls. [quote]statigy[/quote] [e digicons]:moo:[/e] I'm struggling to figure out if that's a typo or if you actually mean that more meaningless statistics = more fun.
sweatyboatman
[quote who="Trojasmic" reply="4" id="3353933"]I've been reporting this bug since the early days of FE. Stardock has no plans to change it. Whenever you load from a saved game, all of your units will move if they had been previously been given a move assignment before you saved. That will results in all kinds of chaos such as you and enemy units standing on the same tile. I think you've also pointed out a related issue that if you get attacked while you hav
[quote who="Mistwraithe" reply="50" id="3353496"] My biggest AI pet peeves are about the fact that it still does things players just wouldn't do, ever. 1) It sends out lone heroes into enemy territory. It just shouldn't do that. Only in peaceful times when you're levelling your hero he might be on his own. Otherwise always accompanied by troops. 2) It makes too many 'unit only stacks' and hardly no stacks of doom. Players only make a few stacks
I'm a c# programmer and I'd be interested in helping out. I am a big fan of the work you do parrot. [e digicons]:grin:[/e]
[quote who="kwm1800" reply="77" id="3352991"]Again, you are completely forgetting this game is RPG + 4X, and this analogy only works on RPG games, not RPG + 4X.[/quote] Are you seriously making the argument that stack-of-doom should be buffed ? I understand that having multiple armies is strategically better than having only one army. That is the reason I try to build up a second army as soon as I can so that I can do more questing/monster-killing.
[quote who="schattenjaeger" reply="4" id="3352878"] Could do without the snark, tyvm.[/quote] truly. I can see why it might be seen as a silly question, except the structure of stardock's forums is far from intuitive. If you are just looking at the general Fallen Enchantress forum you'll see every post on FE/LH except the release notes.
[quote who="flagyl" reply="71" id="3352817"]by the time you have earned your second* champion (or third**), do you have an army to accompany her/him by that time? Or have you made plans such that in a few turns you are ready to supply him/her with two or three units?[/quote] First, I never park my champs. They should be questing/exploring. To answer your question, though, no. I don't always have backup troops for my champ. I put champ #2 (that I
[quote]When a unit spawns out of a city into an army outside the city that has no movement left, the spawned unit automatically loses it's movement as well.[/quote] There's an option to turn off spawning units outside of the city. [quote]Go by a mob 3 times and it doesn't attack. But when you try to go by him a 4th or 5th time, it suddenly attacks.[/quote] Well, now you know that the monsters on the map are dangerous. So stop tempting them! I
+XP stacks. [e digicons]X|[/e] The very existence of these traits is my pet peeve about the game.
[quote who="Burress" reply="66" id="3352775"]They are rpg-players, they will not want to deal with complexity of dealing with empire-building and building a 20-30 turn army for each champion to get what they want, if they even realize this is how they have to do it.[/quote] For someone who is all about the FSP, you sure are obsessed with min-maxing. Tell you what, stop thinking about maximizing XP gain and just play the game the way that feels the most fun to you. If you
[quote who="Burress" reply="52" id="3352413"]So LH is the most complex and accessible of all of these, it plays way better than any of these. How in the world you got so much to work together so well is a feat I am floored by. I think the only weak part that makes people notice the rough edges so much (and every one of the above games had huge rough edges, except AoW 2 and Shadow Magic were pretty polished) is that leveling and power acquisition for the sovereign and heroes isn't rpg imme
[quote who="davrovana" reply="49" id="3352386"] This was the problem with FE. They solved the problem with LH - there is just a smaller problem of too many heroes to use. IF ONLY WE COULD MARRY OFF HEROES TO OTHER EMPIRES FOR DIPLOMACY, WE COULD USE THE USELESS HEROES TO MAKE HALF URXEN BABIES PLEASE PLEASE PLEASE[/quote] Lol at threadjack. Lol at "they solved it".
[quote who="davrovana" reply="18" id="3352389"] Giving catapults the ability to fire in strategic view would, alone make them very, very useful. In fact, giving them this ability (like a 0 mana spell) but leaving them helpless in combat could be very interesting. [/quote] [e digicons]k1[/e] But is it feasible? I'm not sure it's possible to restrict a strategic spell to only enemy units in the neighboring tiles on the strategic map.
[quote who="phazonfreak" reply="36" id="3352299"] Total agreement with barrywhiteisalright. There is always the point in the game (usually mid-game) where you crossed the bridge over raging fires and set foot on land that is not dangerous and challenging anymore and actually quite boring. You just walk around looking for any interesting stuff, but there is not a lot to write home about.[/quote] I believe that's the point where you go from being concerned about the
[quote who="cwg9" reply="32" id="3352213"]My opinion continues to be that forcing the player to the conclusion that parking most of your heroes in a city doing nothing for the whole game is the optimal choice is not fun game design. In this case I personally think the cure is worse than the disease.[/quote] That conclusion is bunk. If you stick your champions in cities because they detract from the XP gain of your sov, you're min-maxing to get your sov to the highest level.&
The thing is that nothing you say is particularly new. People have complained about heroes being too squishy forever . People have complained about xp splitting forever . And since they implemented the skill trees, people have complained about there being too many filler items. Some of the issues with the skill trees will likely be resolved in the coming weeks. But things like XP splitting and granting XP based on your army's relative power
The problem (and this is a problem since WoM) is that the initiative calculation assumes your unit has had the same initiative since the start of the battle and calculates turns based on that. Basically it's doing ( - ) * and the unit with the highest number moves. Obviously that doesn't work in the case where the unit hasn't been present since the beginning of the
Because MOOOORE DIALOGS = MOOOOORE AWESOME [e digicons]#:([/e]
[quote who="NorsemanViking" reply="112" id="3349204"]If roadbuilding is implemented properly, there also need to be an upkeep cost to them, so the whole world isnt spammed with roads. The benefits are faster movement and the trade routes/caravans.[/quote] I think this succinctly describes everything that is wrong about manual road building. I hate it with a passion. I am so grateful to not have to deal with the mundane minutiae of roads. I think most of the issues
Hi Derek, is there any technical reason why the experience gain can't be displayed on the battle preview page? So you could see before the battle started what the net gain would be?
[quote who="SBFMadDjinn" reply="10" id="3348801"]I have 1 slot left. I add a backpack, which uses that slot. Now I have 1 slot left.[/quote] I think the idea is that you get two additional trinket slots. So you go from 4 slots to 6. One of those is taken up by the backpack, but you still have 5 open trinket slots (one-more than would be possible otherwise). The main issue I see with this is trinkets don't automatically un-equip wh
I almost never use siege as by the time its available, regular trained units easily outperform it. Especially now with cleave and impale and the swarm mechanic. I guess a catapult (which does AoE damage) might be useful against massed archers/mages? The siege weapons definitely need to be balanced with the new mechanics of the game. One simple idea that comes to mind is giving the catapult a chance to knock down and/or stun units in the AoE of its shot. That wo
A simple change that would make more sense (to me) would be to make attacking a city use up all your movement points. All other battles would take 1 movement point. That would effectively slow the stack of doom, but wouldn't make gobbling up stray units as much of an exercise in tedium. Additionally, if the unit attacked has no attack power then it should be a free move to attack them. So that attacking a caravan or settler wouldn't use any movement points.&n
Sounds like a bug, for sure. I haven't encountered an AI army strong enough to actually attack one of my cities (my Stack of Doom wipes them out before they reach my gates), so I've never seen this. It'd be interesting to try it against the AI cities and see if their militia has the same problem.
[quote who="DsRaider" reply="3" id="3347700"]Also the system is far from weird. Many RPGs use a similar system for warrior heroes as a substitute for mana, for all the reasons listed above. Guild Wars is one example.[/quote] What's weird about it is that adrenaline is shared amongst the army. That's pretty counter-intuitive to my mind. I wouldn't expect that using shield bash would disable my other units abilities. It's also pretty easy to game. You h