Shadowhal

Shadowhal

Joined Member # 2761571
7 Posts 103 Replies 13,959 Reputation

I have some more, this time based on current version of LH: 6. Could we get a direct button to the trait selection menu similar to the description, equipment or trade window? So far I found no other way than to take the detour via the general character overview. Not that it is needed so often, but it would be nice in case I sit down and want to plan my champion / sovereign. 7. Could we get some theoretical indicator of negative unrest? I want to know whether I create sufficien

4 Replies 9,386 Views

If I may add one: Many of my stock Resoln unit designs have the "chain mail proficiency" or "plate mail proficiency" traits, e.g. axemen, swordsmen etc. Given that this faction can neiher research nor use this type of armour, it is a waste of resources. Are these generic designs for all factions? I thought they were specific per faction. And if so, I see no reason to keep it. Maybe just get rid of those traits altogether for them.

20 Replies 48,830 Views

I have found a ( so far reproducable) bug. My neighbor nation has a city of which I can see only part - not the "actual" city square. I can still select this city and see the options. However, if I try to click "details" then the game crashes. Please take a look. I will in the meantime look for a way to attach my savegame. [edit: still no attachment option. should I just send it via email to you guys?]

5 Replies 5,086 Views

Hm, looks like some nice changes. The new hero recruitment system certainly goes into a less random, more decision driven system. Does the leveling system mean you can pick any of those traits, save for the usual tree prequisites and maybe some specialisation unlocker? That would move it more towards e.g. diablo II which I would enjoy quite a lot. It also appears that there will be a lot more traits, in particular for improving quite specific aspects (extra healing, extra dama

301 Replies 1,510,938 Views

I have some thoughts on diplomacy. 1.A concentrated overview of what relations other factions have between them would be rather nice. Civ IV was pretty good with this, on the one side with the line graph showing either neutral, open passage, vassalage, defense treaty, alliance or war relations. On the other side with the big "at one glance" table. Do I need to post screens what I mean or is it clear? You could also see the factors impacting their relations. Unless a closer vie

0 Replies 4,639 Views

Like previously stated, here a collection of ideas on the interface. Please don't be mad should an idea be repetitive to other peoples' posts: 1. A break down of the factors for "food per grain" and "production per material" would be useful. E.g.: 20 Food per grain base + 15 due to bakery (local) + 20 due to butchery (city A) +5 due to grocery (city B ) ... (or the correct values of the improvements, should I have made an error). <p

4 Replies 9,386 Views

Hey there developers, I just wanted to drop a post to say that I got FE a few weeks ago, have been playing it since then and .... I love it! It builds on one of my first strategy games I ever played (LoM), takes elements from several other games and improves on them. Quite a lot to love and yet more potential. Now, with the pleasantries out of the way, I would like to create some posts with ideas what could be improved and I think I have a bug report or two (may be out of date

0 Replies 4,358 Views

omfg I really had to laugh hard at that. hail to the resident torture masters of stardoch. SD now officially stands for sadistic demons. I just imagine the alpha loading up with a beaufiful intro using the good engine and a message once you enter your game 'haha, you're fucked. got you, you though you could have fun here?! you thought this is entertainment?! wrooong! muahahahaha. now get to work you lazy, worthless, spoiled nerd and maybe we will reward you with a screenshot. maybe. if you fi

87 Replies 185,177 Views

more good news. interesting option to be able to research multiple techs simultaneously. and of course slightly randomised tech trees are also a plus. it really does increasingly look like a very good game.

130 Replies 352,209 Views

[quote who="Tridus" reply="22" id="2252789"] Quoting GW Swicord, reply 21 That's why I've become interested in the idea of champions as alternate 'production points' for things like research. Especially for something like magic, there's all manner of precedents for great minds working with few or no material supports like libraries. A champion researcher posted to a mages' guild would boost their output, but she should still have a basic output of her even if you just let her hang i

77 Replies 165,031 Views

[quote who="aLap" reply="6" id="2252532"]. Bring order to the world of Elemental... one way or the other...[/quote] sounds like darkseid: so that I shall bring order to an aimless universe that would be an interesting victory condition or at least game-ender movie: reshape the world in your image, bring order by wiping everyone off the map who does not support your ideas of a perfect world or something like.

185 Replies 515,001 Views

exactly. map size and pure distances (keep in mind larger map sizes usually mean more active players, unless you specify otherwise). in 4x games, it takes time to scout out the map in, find the other players and send your army over there, provided you have one ready and it is well equipped to whatever path your enemy took militarily. also, a second city is not only a liability, it produces stuff! maybe not so much in the first couple of turns, but by the time any sort of real war takes place

77 Replies 165,031 Views

maybe one other thing to note: big does not necessarily mean territorially big, it could for example also refer to a large amount of (possibly fairly undeveloped) territory or to just one or two massive cities. that might mean less territory, small in a sense, but you might still have a high industrial and military capacity. and of course it'd be much easier to defend. on the other hand ofc you might not have access to all the resources you want.

77 Replies 165,031 Views

[quote who="pigeonpigeon" reply="15" id="2251317"]The only thing about this post that disappoints me is that it looks like there won't be dynamic alignment selection. I think allowing alignment to change during the course of the game would allow for tons of opportunities, both for play style and diplomacy. That said, I guess it'd be possible to start out as a given alignment but still change during the game. After all, good can turn to evil and vice versa. [/quote] yea

185 Replies 515,001 Views

nice post. together with the glimpse of the zoom function in the demigod related journal I get quite interested. hope for some more posts and reports on the early builds. @ necromancy: it's been said: there are cemetaries. seriously, having no bodies for resurrecting would only be a problem if the race has just into existance. or if there has been an event to not only killed everything, but also turned the bodies into dust. otherwise, who cares if the target died age 80 of heart failu

185 Replies 515,001 Views

I tend to favour the kind of attrition/ supply approach, some have mentioned: yeah, one huge stack is entirely possible, but it will take either measures to keep it at full strength or else it will deteriorate in fighting capacity. maybe RoN's supply carts could be expanded on somehow. for example with a general base level of army you can support ( apt to increase via research, abilities or other ways) and beyond that you'd need supply units that cover a set amount each. that means that if yo

70 Replies 71,730 Views

[quote who="Paradoxnt" reply="11" id="2233714"]As for the original question of this topic, I PERSONALLY like the idea of Sovereign death = lost game! That said, I'll also be fine with a 'Spell of Return' type spell....as long as there is a big penalty (loss of time/mana/XP) for being killed. I do hope single player campaign has the option for instead death if you err, die. As for multiplayer, there really shoud be an 'Assassin' victory condition where Sovereign's w

218 Replies 491,343 Views

I don't have much time, but I'll definately dive into this discussion later this week, very interesting. personally, I'd think that option 1 might be a bit too heavy whereas option 2 is a bit simplistic. thus, the other two plans sound nice, I kinda like the quarter to three approach. some direction of my own would be that you indeed have all those items as separate resources (iron ore is one resource, basic swords a second and magic swords yet another). and to make them avail

565 Replies 1,540,387 Views