OliverFA_306

OliverFA_306

Joined Member # 3163627
21 Posts 411 Replies 10,060 Reputation

Hi all, there have been some comments in the forum from people who would prefer to recruit champions at their own time instead of being forced to do it when they reach the Fame threshold. This mod provides that ability. When the Fame threshold is reached, instead of having to choose a champion you are awarded a spell called "Recruit Champion" that does the same. I have given this spell a very high AI priority to encourage the AI to cast it. I have uploaded the mod to the WinCu

10 Replies 57,357 Views

[quote who="StevenAus" reply="25" id="3342796"] Unfortunately, sarcasm is often misinterpreted on forums and mailing lists when there is only text and no measuring of body language. [/quote] I am afraid that's true ;)

28 Replies 45,756 Views

I think that the problem here is the spell conception. If I am not mistaken, a Level 1 non-wizard casting this spell does the same damage as a Level 20 wizard. It does not make sense to picture a rookie hero channelling 10,000 mana. IMHO the damage formula be should something like: Player mana / 10 / HeroFactor where HeroFactor is smaller for high level wizards and higher for low level non-wizards.

26 Replies 32,387 Views

[quote who="sweatyboatman" reply="7" id="3341898"] Yeah, I have noticed in my games that battles against stronger mobs tend to give very disappointing amounts of experience. If the game is really reducing experience gain based on the strength of the army, all I can say is that that is a totally stupid idea. Right now, the feedback loop on experience is completely broken. There's just too many things that muddy the water. First, there's no way to know

32 Replies 95,998 Views

[quote who="Sanati" reply="6" id="3341865"] Quoting OliverFA_306, reply 3The combat to XP rate has been changed to 0.05. In FE was 0.075. You can see it el ElementalDefs.xml That really has nothing to do with what's wrong with the exp in LH. Dragons have a much, much, higher combat rating than a few weak darklings, but the darklings usually give much more exp. I believe it's the game adjusting the exp down when a weaker army kills something much stronger, so they

32 Replies 95,998 Views

[quote who="dday235" reply="18" id="3342621"] Personally though what I'd like to see is more powerful Heros, but with a perma-death penalty. So instead of just getting wounded when you defeat them, they actually die. Would balance out their power a bit if they are beefed up.[/quote] I agree with that suggestion [e digicons]:thumbsup:[/e]

28 Replies 45,756 Views

My question is: Why the unit commander would always be the last to die? Seems rather ilogical to me. For years and years the "hero dies last" issue has been my biggest complain about Heroes of Might and Magic. A full army of thousands of soldiers gets decimated to just a few, yet the hero somehow manages to survive. Always. Is not fun. Not at all X| Commanders and wizards need to be protected and kept at the back part of the battlefield. That's a matter of tactics and stra

3 Replies 23,825 Views

[quote who="mqpiffle" reply="10" id="3342699"] Quoting ampoliros5, reply 7The devs need to change the XP split to start after 2 heroes and also change the XP nerf to be not quite as nerfed. No they don't. Based on what? IMO hero level-up traits need to be buffed. Each trait should be far superior than the current meager traits we get (even the new Warrior traits are still blah.) The XP split among heroes in the same group is just fine.&nb

16 Replies 22,429 Views

[quote who="parrottmath" reply="7" id="3342436"] I can mod the game so you can test it with the non-split XP, it's really not that hard to change. What is a little more difficult for me to change is making the split less harsh, but I think I can manage something here.[/quote] Can this particular thing be moded? I did not know! :-O

19 Replies 15,711 Views

[quote who="ins2" reply="3" id="3342321"] 3. Heroes in my opinion should NOT be comparable or "equal" to other units, but different. They are not brute-force army pieces, but global enchanters, quest-completers, surgical-strike units, support and buffing units, mages, summoners, generals etc. As it stands, I find a lot of uses for my heroes other than soldiering, and I use my armies for the serious fights. Best, bendiwolf [/quote] I agree that generals

19 Replies 15,711 Views

1-Yes, I would. That would be the way to check who is right, the supporters of removing the split or the supporters of keeping it. 2-Don't remember who said it (maybe it was even you?) but you can change this value in ElementalDef.xml. In FE was 0.075 and in LH is 0.05. I made the change and IMHO FE's values are working better. 3-IMHO Heroes fall behind units as game progresses. Part of the problem (but not only) is the fact that trained units use the same weapon

19 Replies 15,711 Views

[quote who="sharpxe" reply="53" id="3341761"] Also makes sense ability to sell excedeed resources on virtual ingame shop for some money.[/quote] As long as prices are not too high would be ok. Otherwise we would turn the problem of excess of horses into a problem of excess of Gildar.

57 Replies 52,736 Views

[quote who="Mistwraithe" reply="39" id="3340497"] Quoting Frogboy, reply 10It's not likely to change back. We did this in order to balance against single mega stacks. Didn't notice Frogboy had commented on this. If mega stacks winning multiple battles in a turn are the problem then just make each army only able to attack once per turn. That is a much tidier solution than making all movement stop and it allows the player to still take loot if they win

48 Replies 139,981 Views

An alternative to raise upkeep would be to require resources in order to "heal" units. I'll explain with an example: If you have a 3 people mounted unit, you need 3 horses to build it, but when one of them is killed, the lost horse magically appears. It should cost an actual horse to regain that person in the unit. And the same for the rest of resources.

57 Replies 52,736 Views

That would be great, but in order to make it possible there is an issue to be solved: Which would be the XP of the new combined unit? My suggestion is just make the arithmetic average of the combined unit. So if you combine a 20xp unit with a 10xp unit the resulting unit would have 15xp.

2 Replies 9,736 Views

Another way to solve pioneer bank issue: During Pioneer construction reduce food by 30. Those 30 food will be returned once the Pioneer is built or cancelled. That way constructing Pioneers don't result in additional growth during construction. Additional growth will only come after construction.

18 Replies 21,688 Views