Ronin313

Ronin313

Joined Member # 2580817
4 Posts 71 Replies 344 Reputation

I think pioneers costing pop and scouts creating outposts costing gold is the answer here as suggested by firefly. Two separate threads can be written for the AI for each of them and some sort of check to see whether it's worth building one or the other.

72 Replies 169,851 Views

I agree more choice and also I think pick one from 3, not one from 2. In addition heroes should be unique in each game with no two factions having the same hero

13 Replies 19,851 Views

Likewise, a grateful customer for staying the course and adding depth and complexity and delivering a wonderful gaming experience. I look forward to the future and many expansions of LH ;)

18 Replies 21,214 Views

This needs to be worked into an espionage system. I think the interactions currently are pretty one dimensional. The AI interacts with you a few times demanding stuff then declares war. I'd rather see the AI declare less pointless wars (as above poster mentions) unless they really mean it and do stuff like espionage to steal techs, poison populations, start fires whatever to slow progress of other factions. This will add a lot

28 Replies 102,742 Views

I have noticed this as well. In addition in the long run it penalizes the AI too as their sovs and champs are not getting this XP and items, letting the player instead collect all the goodies and steamroll them with a mega experienced hero and stack/items

32 Replies 44,582 Views

I agree with the above. The AI also seems sometimes to do the same thing even though one of my units has been affected by the same spell or ability. In addition I like how the terrain is reflective of the tyoe of battle. Like AoW it would be nice to see LoS issues. If you shoot with a unit in the way there is a chance of hitting your own unit. Also terrain should block LOS like it does movement. Some other ideas would be to give factions

34 Replies 102,259 Views

Kael, listen to Brad! You shouldn't have to grovel. A good challenging AI gives the player a real sense of achievement and satisfaction, sorely lacking from a lot of games these days. GalCiv2 AI was a work of art. Also Brad, check out what Dan is doing with Stardrive, there's a big discussion on the forum there http://www.stardrivegame.com/forum/viewtopic.php?f=1&t=257

34 Replies 102,259 Views

Agreed, warriors and defender need love Good suggestions quiffle. Defender bonuses could give armies benefits for fighting in their territory!

101 Replies 321,591 Views

It is leaps and bounds better. SUGGESTION: I agree with the 'sameness' of units and factions though, that's holding it back. Specialised units like the golems for each faction should be a staple. These can be tied to the race advantages so if you play a race say like Ironeers (aka dwarves, they should be changed to dwarves) you get some mechanical contraption units. If you're Tarth (aka elves, you might get pegasai

29 Replies 156,626 Views

Excellent suggestion Firefly, I support it. Derek if you're about please consider making scouts able to create Outposts for gold and Pioneers cities for population! The benifits is twofold, underused scouts will be more used! A very elegant solution

72 Replies 169,851 Views

I agree these traits seem similar to FE and some are less than useful. I am all for making the factions different from each other. Otherwise fantastic game, I really feel like it's an integrated experience now and not two games stuck together.

72 Replies 169,851 Views