hubichakakov

hubichakakov

Joined Member # 3020193
12 Posts 16 Replies 3,120 Reputation

Before making the OP, I thought about the resource angle on Pioneers, but found it inadequate for one very important reason: it doesn't matter to the AI. They're playing a different game than I am. In my game, I fight monsters to open up lands. They, however, just claim whatever they want because the monsters ignore them. The whole "having pioneers on hand is part of the mechanic" argument would work if it felt like a organic mechanic. Ri

12 Replies 16,632 Views

I'd like to talk a bit about how the process and implementation of claiming land isn't working terribly well for me in LH right now. I'll sum up my take on several facets and do a little backseat designing, if for no other reason than to get folks talking about things. You Didn't Earn That! The first step in getting land is kil

12 Replies 16,632 Views

I made a custom Yithril sovereign, went Commander path, and using the "Command" skill in combat just gives my sovereign infinite turns - he moves, then moves again, then moves again... An oddity: this didn't happen at all one game, and then happened EVERY TIME the next game. Gonna start a new game to see if i can get a repro, will edit this post if I get it.

4 Replies 8,790 Views

Before we get going, congrats on making LH a huge improvement over FE. It actually feels like a game now, and not just a collection of competing yet disconnected systems. Without further ado, here are some (relatively small) things to think about: Strategic Map UI 1) Splitting armies using the "eject" button kicks the ejected units into an adjacent square - bad news be

1 Replies 16,180 Views

I'd wait for Legendary Heroes, which looks like it might actually deliver on the huge promise that Elemental has (but in my opinion, has never fully realized). Fortunately, I have enough change sitting around that I don't have to choose between AoW3 and Legendary Heroes, because I fully intend to get both. But hey, no harm in waiting for a review, right?

40 Replies 126,609 Views

1) BUG: Loaded a game only to have it crash when I hit "End Turn." Was true for a manual save and autosaves on the same game. Sent a report since it's a crash bug. I had to start a new game since there was no way around it. 2) BUG: At some point, I hit "TURN" and the button blacked out but nothing happened. Please note that there were no stuck animation like many people are reporting, and I could actually still issue orders to

0 Replies 1,766 Views

1 - The streamlining of stats. I feel like I actually know what types of bonuses I'm getting now. 2 - Strategic Terrain Altering. Using "Lower Terrain" to create a new path to victory (quite literally) is the best. And most importantly, 3 - Diverse playstyles supported. I've used ranged sovs, magic sovs, fighter sovs, defender sovs... I've focused each of the different tech trees... And all of the different combinations have their strength

16 Replies 86,448 Views

Personally I'm a huge fan of the neutral camps as they are (although variety would definitely be welcome). I tend to focus heavily on the Civilization research tree, so I'm usually able to acquire neutrals fairly early and use them in lieu of training my own weak militia. Having 0-upkeep units chilling on my outposts to keep the wandering wolves and such at bay is also a huge bonus. My point is, yeah if you rush Warfare techs then you might find the neutral camps l

7 Replies 3,086 Views

I. BUGS For starters, let me say that .913 seems to be the buggiest version since .80. Crashing like a mofo. A) Still having an issue with ranged attack animation. Half the time they work fine, the other we still get that delay followed by projectiles coming in from the side of the screen. Changelog said that was fixed, so it's worth mentioning. B) Casting Heal or Grow on a unit in Tac Combat sometimes makes that unit replay the animation for what

1 Replies 2,489 Views

A 3x3 spell with no charge time which i've seen do 300 total damage in a single use.... many times over. My Assassin Sovereign was in that stack too, but I just had him spam haste on the casters because the damage on confusion was so ridiculous. I know the whole heroes vs. armies and might vs. magic balance issues have been hot topics -- I think I see why, now.

0 Replies 1,960 Views

Let's do this! 1) FARMER'S MARKET doesn't feel like a hard enough choice to make. Trading 1 food for 1 gildar is a choice I'd make any day unless I had a city that was hovering RIGHT on the next level and needed every scrap of food it could. Maybe change the -1 food/grain penalty to -5 food/grain or -10 food/grain. Something so that it actually feels like I'm making a choice, especially since a single Bakery in your kingdom allows y

2 Replies 2,832 Views

1) There's still some buggy animation for ranged magic basic attacks that you get from fire/ice/etc staves. The projectiles will fly in from the side of screen instead of from the attacker. 2) Defeated armies still sometimes leave their image on the strategic map (you can't select them; they're effectively dead, it just looks like they are still there). 3) DEAR LORD please make it easier to split up armies. The little "eject" arrow on the army screen do

4 Replies 3,769 Views

[quote who="wickedmurph" reply="30" id="3093153"]There is one pretty straightforward way to deal with this - one that thousands of wargames have already hit upon. Simultaneous damage. Give the attacker a damage bonus, but make both units hit at the same time, either way. This allows you to keep damage breaking down your units effectiveness, which is good, but eliminates that whole "first strike" issue.[/quote] This is interesting. I like this. However, it

77 Replies 31,183 Views

Given the number of outposts seen in a given game in its current state, I think adding more things "to do" with outposts would greatly increase user fatigue while not adding any more depth or fun to the game. As it is you can "upgrade your outpost's defense" by putting units in it. I don't think that for what outposts are supposed to me (resource grabbers) that it needs to be any more complex than that.

35 Replies 17,899 Views

## -- BUGS -- ## [Bug #1] - One of my cities has the unfortunate habit of ejecting its entire defending army when it is attacked, leaving just the militia to defend it. The army appears outside the city, I retake the city, but then I of course lose it again since my defenders step out for a smoke when the baddies show up. [Bug #2] - I have a custom unit that is pretty much a mage on a warg, and the attack animation is all messed up. The projectiles d

0 Replies 1,778 Views

I've had this happen. I think I was able to get around it by reissuing orders to the offending unit.

3 Replies 1,433 Views

I've noticed that the AI players aren't very good about claiming all of the goodies in their territory. It's not unusual to be fighting them deep in their territory and find a good number of cleared out creep dens with their treasure still intact. Are the AI heroes just stretched so thin that they haven't had time to pick up the items after their armies have cleared out the creeps?

1 Replies 2,193 Views

Just wanted to confirm what Ruidin and Beric have said - Gambler's Stricke has always hit, and has always hit for normal damage. And a question about GS: It says 50% to do 2x, 50% to miss. does that means there's a 25% chance that it will do normal damage (50% to hit * 50% to do 2x) or that it will NEVER do normal, just double or nothing (which sounds like a gamblin' term!)?

2 Replies 2,963 Views

Agreed. I was really hoping that if I managed to have 2 different stacks on the same tile that issuing a move to that very tile would just recombine them. Instead I had to wast a turn sending one of them back and forth.

6 Replies 2,801 Views

Agreed, both on the arrow keys and on the "no unit selected but arrows still move them" bug. Also, I'm pretty sure the numpad buttons don't always moves units where you would think they would move them (9 moved a stack straight up).

2 Replies 1,950 Views