Ok. So +Attack won't increase fire/cold/lightning-staffs, but what about the other way? I think a +1 Fire Attack ring on a Sov adds to both his Sword-attacks and his Fire staff-attacks? N'est-ce pas? I think I fought a ghost (not sure about its name) that my Henchmen could damage a little with swords as they had +1 Fire attack equipment.
NeoNick7
I concur with McBeef. [e digicons]:star:[/e] Being able to trade equipment gives more options to players (=good) without /as far as I can see/ making the game unbalanced. Looted equipment will be more fun and useful if you can spread it out better.
I think good games are based on hard player choices. The hard choices are what makes a game interesting, it's up to you to decide which way to take. If there are no choices, then the game gets IMHO less interesting and challenging. With this said, upgradeable units could be good if it was a difficult decision to make. If it was so expensive that 50% of players opted not to upgrade and the other half did - that would be good. But upgradeable units that players always would up
What happens if you have a Great Wolf and magic staffs? Does a fire staff benefit from the Wolf's howl (a level 8 Wolf adds +8 Attack to swordswielding units).
Strange, the only pre-requisites I've seen is that Air X (2 or 3 not sure) need level 5. Apart from that I've always been able to take the next trait.
Yikes! What difficulty is that from?
Great to know, thanks Ericridge. Strange that your Umberdroth didn't level more, perhaps your force was classified as much stronger than the dragonforce?
Ok, thanks. I'm moving up to Ridiculous for AI and monsters on my next game - and it's good to know a bit about the change in mechanics/power.
I totally agree that ranged weapons are weak in my tactics, but perhaps that is because of my tactics. For Sov/champions/henchmen with a good Attack, it seems a waste to gimp it with a much lower Init from bows. But I like swords on my Sov/Champions/Henchmen. If I can survive the first blows, I often can heal the unit to full health - all the while the swordbearer get's a better Init and counterattacks. I agree there are situations where a crushing-blow-killed foe is better, but e
[quote who="Ericridge" reply="2" id="3400336"]About autoresolve battle, I think it also targets the top or bottom of your army list first so if you have stuff like archers in the army its better to hide them in the middle first before starting the battle. Mages too. [/quote] Erh, didn't know you can change the order of troops. How can I do that? (I'm at work so I cannot try.) I would want my best defense units to be at the first and last place - if it makes the AI
Unless you have scouted a tile with a 3-essence, I would make the first city into a Fortress (which I think is the same thing as Elmuneco235 is writing). Early on the Fortress' production bonus (+8) is IMHO much appreciated as I'm building Pioneers to take as much land/resources as possible. Later on the number of essences in the Fortress will give better buffs to trained tropps (and Henchmen), e.g. from Aura of Grace giving +1 Init/essence.
It seems that the start on Ridiculous is harder - but after getting over the "bump" the fights will get relatively easier. On Insane the start seems easier as you can find lower-lvl-monsters to fight - but later high lvl monsters are harder (after breaking point lvl 8). And the longer the game progresses, the more the remaining monsters level - which also adds to making end-game harder. How much or quickly does monster gain levels? Has levling anything to do with sp
Nope, dragons are of the dragon or drake type.
Why is ravaged harder to play on? Fewer city-locations? (I didn't think the terrain mattered for that.) (Sound like a good way to make some games a bit harder.)
Good to know that "Power score" can be misleading sometimes. And great story. Loved that the Altair leader had got eight (8) Falling Stars cast on him. He would have been very irritated and very hurt... :) How big was the map?
Would this idea to use an escape-scroll plus a Collar work? (or Sov got Cautious which I'm not overtly fond of, and/or Beastlord) - attack a difficult beast army that you cannot kill, but you can survive for 1-2 rounds. - tame the beast you want - use escape scroll. You ought to come out of the fight with a good beast. Not sure what happens if you start attack, use fireball scroll or oth
Very shrewd way to use Rescue!! Now my horsed tank (Henchmen Defender) will "unrescue" a slower moving unit, just to get it close in the first turn. Not so much for the Swarm-bonus, but for getting the slower unit to the front at first round of battle. [e digicons]:grin:[/e] Also if you have a slow secondary tank (e.g. an Albino Rock Spider with move 2 and Defense 28) your tank can tie up TWO groups instead of one -&
[quote quoting="post"] On one hand Cyndrum demons are cool, maintenance-free and quite useful if you're willing to protect them in early battles while they build up their numbers. Other demons are useful as well.[/quote] I get curious on how does the mechanics for Cyndrum demons build up in numbers? Increase in number when kills opponent? Is there a maximum number? How tough are the demons? Any special ability? (Would be great to know a bit more, so I don't have t
What is in the campaign? How does it differ from a game on a map? I've played campaigns in HoMM and can guess some general things, but got curious for more specific details. Especially as I read it's coming in the next 1.4 update. :) (I only started playing LH recently - as I didn't fall for Elemental War of Magic /not sure about the name/ and skipped FE until I heard good reviews of LH.)
Ah, good to know. (I had not realized the pre-requisite-buildings and made the wrong conclusion when I couldn't build it in other cities.) I will make the Temple of Essence in my highest essence city then.
I agree that both the game, company and staff are among the best. [e digicons]:sun:[/e] I especially respect the developper's and designer's skill and experience. I became a "gamer" very early (Vic 20 and Amiga) and have played and enjoyed a lot of games over the past 30 years, mostly strategy, RPG and MMOs. After a long time I realized that the company behind a game is really important, both the attitude, design&game-balancing skills and ability to be f
Agreed if you cast Fire (100 mana) + two other schools. But in my set-up I had Life, Air and Earth (not Fire) and if I remember correctly those cost 40 mana/spell. But your question is still valid and you are probably correct in that it's not efficient (even for 120 mana). It's a LOT of mana that early and would hinder me in other areas. But I like my Henchmen and want them to be really good, so I let feelings cloud my judgement a bit here.
One of the three improvements for Fortress level 3 is Infirmiary. This gives the "Endurance-trait (+1 Hp/lvl) to new troops. :) I think the trait is only given to new troops, but from your story it seems it may be added to old troops also!?
Ah, you nailed it immediately. Yes, the Henchmen had horses! [e digicons]:yes:[/e] Great to know and next time I will have to equip them with negative Init weapons (if such have been looted).
In previous game I had a Great Wolf to buff my troops. The Wolf acted first in all battles until I made some high-Initiative-Henchmen. This annoyed me as I wanted the Wolf to also buff the first round of attacks from the Henchmen. I tried stripping the Henchmen of Initiative-equipment but still had problems. If I remember correctly (not 100% but almost), the final result was a Wolf with 27 Initi and Henchman with 26 Init (which was checked before the battle, not inside