Can those of us with 64bit windows have the Juggernaut do that dance in the game? Cause that would be awesome.
sweatyboatman
the only problem is that at Hard and above, the monsters will completely ignore the AI players.
Any chance the golem wasn't armed with a weapon? still think unarmed units should be able to attack with their hands. Something like the iron golem probably does good damage that way. But alas... The modders need something to do I suppose.
[quote who="jonmdewey" reply="20" id="3340328"]Mid and late game building complete and unit trained notifications are just spam, they should probably be grouped by default[/quote] Grouping notifications is a good idea. It would also be nice to have some way to go back and look through all the notifications you've received, like a game log or something like that. [quote who="jonmdewey" reply="20" id="3340328"]* add notification for when a wildland is cleared- regardle
[quote who="FatNonFree" reply="83" id="3340279"] This update is going to be really good! I'll wait for it to come out to play. By the way wasn't this patch 0.52?[/quote] I think it's their way of telling us that the next beta release is going to be a while [e digicons]X([/e]
I don't mind that combat ends the turn, though I agree with others that it makes looting more annoying. My pet peeve is that attacking caravans and pioneers ends movement. I had a ridiculous series of events where I went to attack a city and ended up attacking the caravan that was bizarrely on-top of the city. Which ended my turn. Which allowed the city to be reinforced. Which didn't matter because I was ROFLstomping [e digicons]:rofl:[/e]
Agreed. I guess they could change it to make it not end turn if your unit reached its destination. It could treat that unit as still having moves until you actively look at it. I tend to think trying to implement such behavior would reveal other weird interactions and cause more problems than it fixes. I think auto-turn is good for new players as it makes the game move. But once you have the hang of things, it's pretty useless.
[quote who="joeherbert48" reply="3" id="3340059"]Worked quite the same way in that game as well. Unit could run, fire, fall down and cry, just about anything when berzerk, of course in X-Com it was called Panic [/quote] Sounds like a great idea for a different spell. Panic - +25% initiative, the unit becomes completely uncontrollable, can target any unit, and takes a random action each turn while under the effect. 25% bash (self) chance each turn.&
[quote who="Tattyhat" reply="1" id="3340138"] Best played with autoselect and autoturn 'off'. They are both fail and create vast confusion.[/quote] Agreed. I don't think it's a flaw in the game as much as it's just a hard limitation of the autoturn/autoselect concept. Those options are a convenience and help the early game move a little quicker, but once I have a couple cities and a few units I find it more annoying than helpful.
[quote]The second thing is that when moving pioneers to a spot which by then they run out of movement points, if autoturn is on it will end the turn. This is mildly irritating because you can settle or create an outpost when the pioneer is out of movement points and would be handy being able to settle before the turn has ended[/quote] Auto-turn in all games is annoying. Just turn it off.
lol @sharpxe [e digicons]:troll:[/e] "you must make your game conform to my preconceived notions"
Seconded! Though, you can use the wages panel to get a list of units, it's a little clunky. It would be nice to have a listing dedicated to units/champions that listed their stats and level and was sortable and let you zoom to the on the main map.
I enjoy how the game displays the experience gained after a battle. But the same is not true for quests. After you complete a quest, you should see the experience gained window for all the heroes that get it. Also, the after battle report needs to be sorted in some systematic way. Sov should always be on top. Followed by any Champions. And then the rest of the units sorted by level.
[e digicons]k1[/e] for making points a requirement. The current system discourages distributing your points and ends up limiting the choices for each champion. I agree as well that the +XP skills don't add much to the game. The problem (apart from being a boring upgrade) is that it's a raw calculation whether that trait is worthwhile that's the same for all champions and every game. If the game is balanced to make leveling easy, then those skills are a w
Someone at Stardock has a fondness for modal dialogs
#1 LH does indeed have the option to upgrade squad counts (a very welcome addition). #2-4 The obvious solution to this and every other complaint about upgrading units would be to let the player upgrade units using the Unit Designer. As far as balance, the AI already does upgrade its units fairly effectively in my experience. A few tweaks to that API to give it the option to add items and mounts and it would be able to do everything the human could do in the designer.
[quote who="Stupidity10" reply="2" id="3338754"] Really skills should be attacks so that they can be countered and get swarm bonuses. Its really just untidy as it is, subtly nerfing skills and traits for no real reason. [/quote] If you cleave three units with swords, do they all get to counterattack with swarm?
My old idea (I believe from the WoM days) was that a monster would conquer the city and make it their lair. (Higher level cities would generate higher level baddies.) Over time the city would lose buildings and population until it became just the lair at which point the city would be destroyed and the land salted. The challenge would then be to kill the monsters and get your city back before it's destroyed (and before the AI takes it). I suspect that they
I had the same experience with Blood Moon. AI is not making peace with each other. I think the AI declaring war on the player has a lot to do with bribery. If you're playing at the harder levels of difficulty, the AI's economic advantages basically make it a no-brainer to constantly pay each other off to start wars. I believe that's also why the AIs tend to declare war in series. One AI declares war on you, the next turn he pays another AI to declar
This post is 100% win. [e digicons]:troll:[/e] [quote]Find an economics graduate school major and have them design a system.[/quote] Cause nothing says "I know how to design a fun game" like a Masters in Economics. Lol!
[quote who="Sythion" reply="6" id="3337191"] Charge is NOT fine. It is way over powered compared to every other trait that exists. Every unit should always have charge under every circumstance. It completely dominates everything else. [/quote] Since charge only applies on the first turn of battle, your statement is only true as long as you can always overwhelm your opponent on that first turn.
[e digicons]k1[/e] to you for all the work you did to document this stuff. A lot of attention has been poured into analyzing the early game. Almost none has gone into the late game. And it shows in that the game gets pretty shaky towards the end (the first 100 turns are tough, the next 100 turns are challenging, the next 100 turns are pretty easy and after that you're god of the world). [quote who="Lokitako" reply="19" id="3337110"]31 millions in bank and 1 mill
Don't die! [e digicons]:ninja:[/e]
Lol. What's with people wanting to remove everything new from the game? There's a game I think you'll love called Fallen Enchantress. It's available on Steam right now!
I've noticed that the AI's leveling choices don't seem to correspond to my understanding of LH's leveling trees. From the outside looking in I would say it seems like the AI code has yet to be updated for LH. It doesn't know how to deal with pioneers costing population. It doesn't know how to handle level-ups. (And it still doesn't know how to equip the stuff it buys from the shop). I think it speaks pretty strongly to the quality of