sweatyboatman

sweatyboatman

Joined Member # 2565212
45 Posts 691 Replies 16,368 Reputation
Reply to wolves in Legendary Heroes

[quote who="OliverFA_306" reply="18" id="3334763"]That's not the point. The purpose of the threat level indicator is to give you an overall idea of how dangerous the monster is. If a dragon was listed as "weak" we would complain. Wouldn't we? And that's the OP complain about wolves. Their threat level is higher than listed. So the either the threat level is raised or wolves are weakened.[/quote] Their threat level is only high when you are just starting, depending on circu

33 Replies 40,235 Views
Reply to wolves in Legendary Heroes

[quote who="OliverFA_306" reply="15" id="3334744"] Then their threat level should be raised.[/quote] And the dark wizard, and darkling shamans, and the rock spiders, and every monster in the game should have its threat level raised to "It Can Kill You". Wolves are only slightly more dangerous than darklings and bear cubs. Those are pretty much the weakest units in the game, except for the units the players start with. Not to be too pithy about it, but

33 Replies 40,235 Views
Reply to wolves in Legendary Heroes

Here's the tactic: if you see wolves in the early game, run away . Because wolves will swarm and devour your starting army. Monsters only move 1-square per turn, so you should have no trouble avoiding them until you are ready to face them. Use your main city to produce a couple more units while you explore and start quests with your sov. Once you have 4 units in your army you should have no trouble squishing all the low-level mobs.

33 Replies 40,235 Views

[quote who="Jonas72" reply="4" id="3334723"] Your attempt at humor fell flat on it's face. Furthermore, this is a serious issue that I've raised, and as such no place for your kind of comments.. but hey, maybe that's just me having a bad day?![/quote] It's definitely you. Though there's nothing wrong with your suggestion, and likely someone from Stardock will review it, the devs have their own priorities and their own vision and they rarely (except for

5 Replies 10,466 Views

I rarely use them except for the range extender because training a unit is always more valuable. My two cents: Fewer better upgrades (combine existing ones). Passive leveling based over time where the distance to your cities comes into play.

155 Replies 131,105 Views

Tactical is much improved, but the situation the OP is referring to where your army is split up randomly and for no apparent reason is pretty bad. If they can make a UI for placing units then they should just do that since it's a pretty common issue. Peopleo have been asking for this feature since WoM so I wouldn't hold my breath

10 Replies 11,440 Views

One of my champions has the coal stones ability (which is awesome!) I have used it in many circumstances, but this one time, against a batch of ogres it glitched pretty bad. After the cast animation, the game stalled for approx one minute before I clicked on the autoplay button which unstuck the game (the impact animation played) and the l

1 Replies 9,210 Views

[quote who="Lord Micheal" reply="8" id="3334084"] Quoting CMarvel, reply 4 Brad had said earlier that monsters attacking AI and player was dependent on DIFFICULTY and at much higher levels of it. So if you're playing around normal or challenging you're not going to see this much if at all. I don't believe this at all. I am (was) playing a game on challenging now. I watched several times where the AI was given a free pass and completely ignored. Then a c

32 Replies 44,630 Views

Just want to throw in here, in reply to the OP and defense of crushing blow, that crushing blow is incredibly useful against units with high defense (that is the defense is as high or higher than the attack value). I'm not sure of the exact math, but in the circumstance where the defending unit has as much defense as the attacker, crushing blow can hit for 4-5 times more than a normal attack would do (or more). That is, a squad of thr

34 Replies 102,322 Views

So far in one game I have had three "global events" and I have to say they are pretty cool! [e digicons]:digichet:[/e] My issue is I got the last one (with auto-turn on) while I was clicking on a city, which meant that I ended up dismissing the screen that told me what the event was. Considering how cool these screens are (and how subtle some of the effects are) it seems a crime that there's no way to view the event. There should be a way, like the quest log, to see

0 Replies 7,283 Views

[quote who="Werewindlefr" reply="18" id="3333037"] The last part says: "I get +1 ATTACK per ally that swarms with me". It's a bit powerful.[/quote] [e digicons]k1[/e] for looking into it. I don't know enough about the raw effects of this, but that seems like it doesn't scale much. Does that mean that swarm is everything in the early game but becomes increasingly less important in the mid and late games?

37 Replies 173,864 Views

[quote who="emmagine" reply="20" id="3333080"] It isn't that I think it's "cheating" but there isn't anything fancy to do with unit placement. And if you are going to do it manually, the ai needs to be able to do it just as well. I don't want to have to set up my units if the algorithm is good enough to do it for me, and I don't want the ai too incompetent to do it the same If I'm able to place mine. Lastly, leaving it forced algorithm will caus

41 Replies 52,372 Views

[quote who="emmagine" reply="16" id="3333032"] I don't like the manual placement idea. It gives a. Unfair advantage to the ai and consumes time. It just needs some coding changes to define front line and back line units. [/quote] How about this? The game places your units as it thinks is appropriate based on their weapon, HP, and armor stats and the player can swap any of them with each other before the battle starts. That cuts down on t

41 Replies 52,372 Views

thus Frogboy's obsession with shadows [e digicons]:ninja:[/e] We'll have to see what comes, but we're months away from release and Frogboy's on record as saying a lot of the new content stuff (more monsters, maps, heroes, quests, etc.) aren't going in until we stress-test the beta. I think on release LH will have a lot of content to differentiate itself.

2 Replies 6,076 Views

This goes right to my pet peeve about leveling up in this game. Why isn't there an "Done" button on the level up sheet? Because you only see the level up sheet when you level up and you cannot put off that decision at all. You have to spend all your level-up points immediately. Please, Stardock UI designers, let us choose our level up bonuses at our leisure. Put a button on the character sheet that brings up the level up dialog. PLEASE. [e digic

19 Replies 14,867 Views

[quote who="Raledon" reply="3" id="3332945"] Frogboy The Legendary Heroes In Fallen Enchantress, your ability to acquire champions (which led to your victory or defeat often times) was dependent on how the map placed the champions at the start of the game. You literally would find them camping out in the wilds. This had the tendency of making victory less about how powerful your civilization was and more about amassing champions. In fact, some players

12 Replies 19,959 Views

[quote who="emmagine" reply="4" id="3332910"] Swarm does *not* attack for the other units. It lowers the defense of the other unit. It needs to be offset though. Each adjacent defending unit should reduce the swarm effect by an equal amount. [/quote] This. If it's a three-on-three battle, it's not a swarm. [quote who="jshores" reply="5" id="3332911"] The visual cue is a bit confusing. Maybe change it from an attack animation to

37 Replies 173,864 Views

I only played a couple turns last night, but I can say with assurance: watch out for wolves! and everything else in this game. Has anyone tried auto-resolve to see how it compares? I throw my hat in with those that say that you should, in most circumstances, be able to organize your units before the battle starts. Monsters/champions could have an attribute like "Ambush" or something that would prevent you from organizing if they attacked you, but in general, and espe

41 Replies 52,372 Views

Frogboy's position is perfectly reasonable. A game is not a collection of modding tools and a collection of modding tools is not a game. They are two separate things. Doing either well is a challenge. Doing both together is a monstrous undertaking. Inevitably, there were compromises made in the design of the game and the design of the modding tools that made both a little less perfect than Brad had envisioned. The thing is, there's always going to

95 Replies 232,054 Views

Brad's trolling his own forums! Lol! [e digicons]:thumbsup:[/e] [quote who="Frogboy" reply="67" id="3332243"]As an end user, I could write a pretty impressive role playing game with base FE. I could do a Civilization V style total conversion with FE out of the box. Yea, it would require me to write some C++ code to juggle around XML files a bit but it's a lot less work than Civ IV required to do meaningful mods with it. [/quote] Isn't the problem that

95 Replies 232,054 Views