halmal242
The question then becomes how many horses should each node support. I don't understand this mechanic anyways, horses die just like people in fact they die faster so they need support just like people do in cities. Each horse node then becomes a horse "city" per se supporting a limited number. If you had it set up that horses were a non stored global resource for each node of say 15 horses initially and 20 when upgraded you could only ever build 3 unit
Anyone else have thoughts for this?
I think I might know what happened. I had a problem before where I could not clear a goodie hut after I tamed the bear that was there, so if another sov/champion tamed something it could be preventing you from clearing the wildland because not everything is dead but it shows no wildlands units because it is tamed.
Why not just set the map generators for the stamps to use the beach terrain instead of cliffs for everything and then set the beach terrain to the same values as a river allowing for food resources near the ocean.
Alright I see your point, I do not agree with it in the fact that monsters should scale with levels to be more dangerous and therefore worth more if left alone. But as you have stated that is a different topic. For this specific topic I agree that monster champions need either a base scalar defense growth or a trait that they can take that allows for additional defense like the iron skin trait in the defender tree.
As others have said before though, and I agree, sometimes its like reading sanskrit that has been partially eroded.
But aren't they interrelated in the fact that static defenses make unit irrelevant later in the game? So therefore a base defense value that scales, possibly through a defensive trait such as thick skin, would allow a unit to stay reasonably relevant later in melee fights.
The way to solve the leveling problem is create a specific trait that scales the defense as per how the monster rating goes up. Some do not gain any defense regardless of their spawn level while others do. It is not hard so much as time consuming but it is a large change to how difficult monsters get and are for tamed beasts. This may also make summons stronger as when they are spawned they do not gain the bonuses for higher level until the summoners level rating goes up the
This is similar to the static defense values of tamed beasts and trained spiders initially great but late game they suck with the exception of maul on bears.
A second attack allows for mitigation of the miss chance in effect instead of an all or nothing you have the chance to miss and still do damage.
I have been pondering whether there should be a personal account for Sovereign and then a State Account. Where your leader can pull form the state account with the effect that it increases total unrest from the kingdom whereas if the leader deposits funds they reduce unrest. You could even add this into the tax rate such that the leader gets something like 10% of the state funds income per season. Then buildings and units would be divorced from the common costs associated wi
Its a good strategy but it a band aid fix for a deep problem with xp.
Thanks for the info, uninstalling on mine and the wife's laptops now.
You are correct about the challenge ratio xp loss if you are fighting things that are below your challenge rating level. The problem comes from a increasingly lower amount of high level creatures to fight and the lack of expereince from trained troops later in the game which stagnates champion growth and chokes your growth unless you rush monsters, bottle up lairs for farming, quest map, or have a crazy mana level and can just inspire xp into your champions.
The problem is the xp split isn't linear. When you have only 3 heroes in a stack and no trained units they still only get 1/6th the total xp meaning that half of the total xp is lost.
I think if you made the individual pieces unified as in the only thing that has encumbrance be just the main armor then it would simplify the system but not dumb it down too much. So armor suits would have encumbrance but helms/gloves/boots would not or would be very low like 1 weight. Weapons and shields could then be re encumbered as well such that you cold have the specific values and know if you have a light one hander you can wield a shield without a problem but with a maul i
The full armor suits thing is something I have been playing around with for a while and it works but it is a drastic change to the way FE/LH works. It goes back to most fantasy RPG settings in how armor works instead of piecemeal but some people like the ability to just put certain pieces on different units. Personally I think you should have a setup like the following if you change to suits, armors would be the chest and legs pieces and would take up the chest, shirt, and legs sl
Bump this as well.
Going to bump this again for re-attention.
Here is my problem with the current system of gear, basic stats, and experience; there are 3 systems within the game currently if you look close enough. 1 Monsters They use only base stats and some random weapons occasionally therefore they never needed anything to keep them in check and this worked for them. 2 NPC Monsters / Trained Units This is where it gets tricky because there is the ability to make you own custom unit design but the custom unit designer d
I think the main problem here are the intelligent monsters, look in the monster xml file and look for the monsters that have an intelligence setting above 8. These monsters have a much higher likelihood of attacking cities that are close to them, and units. With lower density settings there are less monsters to starting locations so when you set the densities higher there are more intelligent creatures that once a patrol spawns or they are loosed by city zoc can then att