Game gets hung up in Kingdom screen when Spell of Making completes the same turn as you complete some research. You can check out research, and relations, and any other screen from the Kingdom screen, but you can't exit and let the game give you your victory. Workaround: Select a research that won't complete on on turn that Spell of Making will complete.
coyote303
[quote who="sweatyboatman" reply="48" id="3385524"]Piracy is just a reality of game development. Pirating games is not ethical, but it is not stealing. And a pirate, by definition, would never pay for the game, so it doesn't affect game budgets or take food out of the mouths of developers.[/quote] Usually, I look forward to Sweatyboatman's posts since he is so often "the voice of reason." However, he is really missing the boat on this one [pun intended]. The argument t
Once you start a quest, there is sometimes a secondary location where you need to go. If you click on the quest icon that runs along the left side of your screen, the game will show you where this location is.
[quote who="davrovana" reply="24" id="3384434"] This troll-initiated thread should be locked.[/quote] With apologies to Steve Lawrence, Donny Osmond, and others... Go away, little troll. Go away little troll I’m not supposed to post a reply to you I know that your words lack logic And that your tone is t
[quote who="Fallenchar" reply="1" id="3382784"] You do know you can click on that message and scroll through all enemies?[/quote] Yes, of course. But often I am aware of a certain group of enemies in my territory. But when the message pops up, I have to click the message a couple of times to ensure there aren't any additional new enemies. If the message read "You have enemies in your territory (1)" in this case, then the game would play much smoother since I could forgo scro
[quote who="littleduckie" reply="9" id="3382742"]Clearly the regular forum goers here are not representative of the general gaming public in that in general. Brand loyalty to SD is wayyy above average and consequently as marketing theory tells us, folks here have developed varying extent of price insensitivity and also will be more prone to be a SD apologist. [/quote] Really? Brand loyalty is why I'm here? I think not. I bought and enjoyed GalCiv. However, I didn't enj
[quote]Is there a way to control the keyboard map scroll speed? It's way too fast as it is. [/quote] The trick is to tap the arrow keys to scroll. If you hold down the keys, I agree it would be way too fast.
A simple suggestion: When I get the message "You have enemies in your territory," I'd like to see a number that says how many groups of enemies.
If you need the DLC to like this game, then maybe this game isn't for you. I'm retired on a fixed income, and I didn't mind paying the $4.99 for what I got.
[quote who="BernieTime" reply="7" id="3382199"] Clubs are fine, excepting the Bash portion, which is what's considered a bit OP. When junk city defenders can One-Shot at will there's a problem.[/quote] I was of the opinion that weapon balance was fine. Then this last game a city militia one-shot my sovereign!
[quote who="Stalker0" reply="4" id="3381614"]I would actually counter that a good portion of the boards think that clubs are OP. I wouldn't say that spears are bottom of the barrel, but there is concern about weapon imbalance.[/quote] I have my preferences (in order: swords, axes, spears, clubs). I don't think any are overpowered, and I'm thrilled they really feel different. But I know one poster in another thread was adamant that clubs are overpowered and axes suck. Here&
Here is the best weapon change possible: Do I need to repeat that for anyone?
Short answers: Yes. Variety. Long answers: Mage was the first hero I played in LH for no other reason than my main character was a mage in World of Warcraft and many years before that a wizard (mage equivalent) in EverQuest. I also think mages are the most powerful in LH. However, just like in WoW and EQ, I enjoy variety in my characters when playing Legendary Heroes. I'm playing an assassin for the second game in a row--not because I think they are best but because they a
[quote]I believe it's like this: Spell caster has a mastery of 130, target has a mastery of 70, so in this example the target has a 40% chance to resists. (130-70=60 --> 100-60=40%), and if my mastery increases to 140, the targets chance to resist is 30% 140-70=70 --> 100-70=30% Is this the correct way to calculate it?[/quote] I do not believe the target's spell mastery has any effect. You are comparing caster's spell mastery and
Excellent points. Makes me feel better about routinely razing any Asok camp that falls under my zone of control.
Now that I figured out you can target a blank square with cleave, I have been having great success with axes and will use them more in the future. I went with axes because I hadn't researched the next level sword yet. Despite all the great evidence presented, clubs are my least favorite weapon with their low initiative. While some will swear by one weapon type, others will disagree. Each weapon has something that makes it "fun." This is what makes a great ga
I always thought that wishing the AI would use strategic spells was a case of being careful what you wish for!
I'm one of those who has no interest in multiplayer. However, the idea of coop is intriguing. I have a friend I used to play the Heroes of Might and Magic series with that way (although it is full multiplayer). One huge bonus to a strictly coop game: I could see the turns being simultaneous so you wouldn't have to wait for your turn.
I'd like to see the Upgrade button grayed out when you select a unit that has no upgrades available.
When you have a fairly mature city, each turn that you decide to build something instead of producing wealth, research, or growth, it is costing you something besides build time. Sure you can add more micromanagement to city building and some people will appreciate it. For example, Firefly has an interesting idea about wood and stone. However, adding this type of complexity isn't necessarily going to make a better game for the most people. I think FE:LH has
Why shouldn't an outpost require people to man it? If I imagine myself traveling in the world of FE:LH and I came across an outpost, I envision seeing people manning the outpost. The difference between a city and an outpost is a city is built some place that can sustain growth and become self-sufficient. Since an outpost can't, it's forever tied to a city. From a gaming standpoint, I see the value of outposts and I'm more than happy to spend 30 p
Okay, I'll keep playing the devil's advocate: You idea is a matter of taste, of course. However, even if you like the concept, here are a couple of concerns: 1. Balance. Any faction starting near a wildlands is at a serious disadvantage compared to one that isn’t. 2. (Loss of) Flexibility. You lose some of th
If you're suggesting this as a mod or an option, okay. Otherwise, an expanding wildlands that would convert my cities? No thank you! In fact, I approve the recent change in 1.2 that limits wildlands monsters from attacking my cities.* The above suggestion is a step in the wrong direction for "mortals" like me. *Quoting 1.2 change log (bolding mine): "Monster behavior overhaulted (won't just walk away from lairs, won't attack player ci
[quote who="Mytheos" reply="29" id="3376254"]I dont consider them taking over my towers as invading my boarders...I consider invading my boarders as being close enough to sack a city within 1-2 turns...or being within the territory given by the cities.[/quote] I think I have discovered your issue. The AI apparently hates boarders. So, if you don't want them to invade your borders, stop taking in boarders! [e digicons]:D[/e]
[quote who="Mytheos" reply="10" id="3375061"]I get the feeling it isnt the normal experience for most people to have 5/6 kingdoms at war with them by turn 15-20.[/quote] At last! Something we can finally agree on! [e digicons]:grin:[/e]