[quote who="cohka" reply="10" id="3367077"]I searched the area and can't find a spot where either settle or outpost are an option.[/quote] On occasion, it is possible to settle a city close enough to the settleable area within the Imperium that you cannot build a city there to complete the quest. The settleable area is inside the inner ring of walls, so check to see if there are cities of yours or of an AI faction
joeball123
It's about halfway up the Magic tree.
[quote who="lpisko" reply="13" id="3366566"]agreed - just need to give Carrodus something then.[/quote] In all honesty, I think Legacy of Serrane would be good enough even if caravans were completely removed from the game. Bazaars are good for your money cities, and Warhorses aren't exactly bad, either. Plus, given how little I pay attention to caravans in my games, and how unpopular they seem to be from other posts in this thread (both from a bonus-granted perspective and
[quote who="Nick-Danger" reply="9" id="3366556"]{* -- some units were 34x6 at start of tac battle but after an attack changed to 32x6 -- not sure why attack decreased from 34 to 32}[/quote] There is a trait, Charge, which grants additional attack and movement at the beginning of the battle. If your units have it, that could explain it. [quote who="Nick-Danger" reply="9" id="3366556"]32x6 vs 0: -227; -278; -292; -327[/quote] Looks like the damage range is greater than I
[quote who="Nick-Danger" reply="7" id="3366299"] not sure what the +2 attack under doom maul is from[/quote] I think there's a structure you can build in a Fortress that grants +2 attack to units trained there. As for why the second has a higher attack, did you at some point defeat a wildland boss whose reward included an attack modifier bonus for units trained in the city you place the trophy in? The attack numbers for the unit "The Wall" give a damage rang
[quote]How are XP calculated in LH?[/quote] If you're asking how the base experience for a battle is calculated, we have no idea. It's dependent on the type and level of your opponent, the difficulty rating of the army, and perhaps your army's difficulty rating and unit levels, but that's about all I know. If you are asking how the experience for the battle is divided up among participating units: There is some base experience gain for the battle, depen
For level 1 cities, focus on basic production structures (workshops, logging camps if you're near a forest) and basic unrest reduction (bell towers, clerics if you have essence). It won't hurt to also build a basic income structure or research structure, but it isn't necessary. When the city reaches level 2, you can specialize the city as a Town (gold income), Conclave (research), or Fortress (troops and imperial defense). If you choose for your city to become a Town, focu
[quote who="GFireflyE" reply="1" id="3365893"]3) Don't be afraid to have a Fortress with lots of essence. They make really strong troops[/quote] More to the point, make sure that your primary troop training fortress(es) have lots of essence. Other fortresses can go anywhere, so once you have a fortress or two on a high essence spot AND you have enough troop-training capacity for your current needs, other high essence spots should probably become Conclaves or Towns (Conclaves get s
The city level-up screen already includes the amount of essence found at the city. If I recall correctly, it's in the lower right corner of the area with the picture. Edit: Here is a picture of the level-up screen with the essence count circled. https://www.dropbox.com/s/zbxmgbcocu2am2b/EssenceLocation.png
[quote]When a caravan is in the same square as a hostile unit, I am unable to attack the hostile unit. The diplomacy window for talking to the caravan owner keeps coming up. The hostile unit is selected when I click on the square. What do I need to do to get around this?[/quote] You could declare war on the faction owning the caravan, which will allow you to destroy it. If the location is inside your borders, you can probably drop a strategic damage spell on the tile (for e
[quote who="Chaosti" reply="5" id="3365918"]- Units heal hp equal to their level per turn.[/quote] This is doubled when units are stationed in cities, which can also build structures which further boost the healing rate (e.g. Infirmaries in Fortresses). You can also provide Troll Charms (+5 health restored per season) and First Aid Kits (+2 health regeneration per season) to trained units and champions if you research the proper technologies, or occasionally you'll find such to gi
Try looking in \My Documents\My Games\LegendaryHeroes\Saves. If need be, the file extension is *.EleSav. If you have your computer search for such files, it will (eventually) tell you where they are.
[quote]Sample size is too small to draw all but anecdotal conclusions. The high defense seems to help a bit more vs melee units than the above ranged fire/ice mage attacks, but no numbers from testing so far so it's just me guessing.[/quote] Fire, Ice, and Lightning damage, and I think also Poison damage, is supposed to completely bypass normal defense, and should only be affected by the appropriate resistances. Thus, while the mundane components of an attack delivers up t
[quote who="Chaosti" reply="9" id="3365830"]The biggest problem was Kieri didn't have a single damage spell[/quote] Doesn't Greater Necromancy grant Horrific Wail? That ought to be a decent damage spell for a level 13 champion with Evoker IV, though the casting time might be a problem. [quote who="Nick-Danger" reply="10" id="3365872"]I can settle 2 4/2/3s here! They'll suck for production, but the essence will generate nice amounts of mana / research / gold (once I
[quote]Hi are besides the only scenario more scenario available?[/quote] There are not currently any other scenarios available for E:FE:LH from the developer. There may be some scenarios available through mods, but I don't know of any off the top of my head. Try browsing the modding forum, if you want to try to find additional scenarios, or wait for someone to point you to one.
The E:FE:LH scenario is essentially the 'new and improved' version of the E:WoM scenario, in that the basic storyline is essentially the same and the two scenarios cover the same time period - Kraxis betrayed us, we fled the East and were shipwrecked in the West, the Empires are coming to wipe us out, we need to unite and drive them out, and so on. However, the maps aren't really similar, nor are the starting locations of the Kingdoms (for example, in E:WoM Gilden isn't locked
In the Sovereign design screen, next to where you select your faction, there should be a button which reads 'New'. Click that, and it will take you to the faction design screen, where you can select faction traits, colors, and heraldry.
[quote who="GFireflyE" reply="15" id="3365421"]I'm no modder...how difficult would it be to make something like that?[/quote] You would: Create special versions of the Life Altar/Shrine/Temple. I'd suggest copying the XML for the DeathAltar_Resoln, DeathShrine_Resoln, and DeathTemple_Resoln, and altering the details to match up with the XML for LifeAltar, LifeShrine, and LifeTemple wherever there are similar tags in the code. Change the internal name of the alta
[quote who="Viperswhip" reply="4" id="3365467"]Can you build to a river and build the pier? Similarly can you build to a forest and build the mill?[/quote] In the scenario, yes (although some say that this ceases to be possible after a save and reload). In the sandbox game, no. Parrotmath created a mod which will permit you to do so in the sandbox game, however. Look for the snaking mod here: https://forums.elementalgame.com/444851/page/1/</
The structure is the Alchemy Lab. In order to build it, you must have the Alchemist, which is the upgrade of the Apothecary, which is the upgrade of the Herbalist, which can only be built in a Conclave. Also, in order to build an Alchemy Lab, you must have researched the Arcane Mastery technology. Purchasing the Iru Elixer (the healing potion that can remove champion injuries) costs 250 gold at the shop. [quote who="Glowing_Ember" reply="1" id="3365475"]and I believe the 3rd u
There are a couple of things I can think of: 1. You might not have chosen the correct race to gain that ability. Check in the unit details screen or the unit design screen to see if your units have Amarian Blood (which grants the lightning attack) or if they have something else. 2. It might possibly have been removed from the action bar. In that case, you should be able to find it by opening the 'Spells' or perhaps the 'Skills' list (click the button labelled &
It is not possible to manually deploy your army. People have requested that manual deployment be added to the game, but the developers have expressed opposition to this.
[quote who="Chaosti" reply="2" id="3365336"]- I think higher level mobs need a LOT more magic resistance. It's really easy to get 100+ spell mastery to ensure taming/spells will always succeed.[/quote] I can agree with making some or most higher level monsters more resistant to magic. I wouldn't make all higher level monsters significantly more resistant to magic, though. It makes sense for at least a few of them to have moderate resistances to everything and a weakness to not
I'd agree that placing the special moves at the beginning of the tree is probably a bad thing for warriors. It takes the best parts of the tree and moves them out to the front. Having good active abilities sprinkled through a skilltree isn't a bad thing, but having all the good active abilities stuck at the front is. If you restricted it so that you could only take one of them for every five levels of warrior you've taken or something like that, it might work out, although that ki
Clearly, it's a reference to the naming schemes of royalty: Wallace the First Wallace the Second ... Wallace the 937th Wallace the 938th ...