ElanaAhova

ElanaAhova

Joined Member # 3321807
112 Posts 2,810 Replies 2,415 Reputation

Finally! Juggernauts that aren't afraid to express their 'fine arts' side. Dancing, love it. Yes, it should be a loading screen in the game... and gives us a view into what game developers do in their free time...

10 Replies 13,686 Views

Agree to all the above (oh, hi Louist, been awhile). Additional suggestion: Perhaps creating a 'protectorate' status/relationship? A relatively weak sov may seek the protection of a stronger sov. Details? All external diplomacy is handled by the protector. Declaring war on protectorate triggers war declaration on protector. Treat them as one 'domain' when using troop strength / power, etc. re AI calculations. Protector gets to use protector

3 Replies 10,753 Views

Yes, I have created 10 new sovereigns. A few are decidedly weak - and have fun names like "Urasil the unready" with appropriate traits. Most of the sovereigns, however, are designed to maximize a synergy and make some 'effective' troops. Now, family members? There just might be some fun therapy in this... thanks...

2 Replies 5,433 Views

Yes, exiting, closing steam, and restarting the game often 'fixes' many oddities, bugs, etc. One bug that has hit me in several games is that I cannot move any units on the big map. Ending my turn does not free the units in the next turn. But saving, closing the game, and restarting, all is happy.

6 Replies 3,033 Views

I haven’t seen if it works. I did enjoy the dynastic system in FE. It has such potential to be designed into a fun, effective, and colorful aspect of the games; the opportunities for chicanery, opportunism, and eye candy seemed endless. It could really enhance the rather blah (meh) diplomacy system. I envisioned an arrangement where each noble (most heroes?) come from one of many lines within the domain. Whenever a settlement ‘joins’ the

2 Replies 6,820 Views

Thanx folks... now I just need to figure out how to tell the encumbrance when designing a troop - before committing to the design. War horses? Carry more weight than horse? Will explore... 40% enc = -2 init, 80% enc = -4 init, over 100% enc not allowed, item greyed out. Warhorses may carry more than +20? Cool. Thx

4 Replies 4,964 Views

New monsters? Giant green frogs, of course. With special power to damage troops by using laser fast tongue to grab a soldier from a distance, and consume him/her. Would also have power to hop over a troop and attack another troop, maybe whip-attacking jumped over troop with its tongue.

27 Replies 31,927 Views

Yes, a phase when the player actually sets up the units is as 'time honored' as many other methods. You suggestion is certainly my preference, as well. However, I am basing my suggestions with the considerations of the programmers/designers in mind ... considering the AI, and PC/coding aspects... similar to whats already done - something that doesn't require an interface change that stops the game, and sets up a new input screen on the tac map, and then takes the human changes, inputs the data i

2 Replies 5,103 Views

POSTURE concept for armies on my experience with LH .75 start ups: It’s is delivery, its my new army - served up for monster dining pleasure. Yes, I've experienced buggy tac-map placement as well –where my troops are scattered all over the place, and don’t cover one another’s flanks, and just become juicy bits for even slow opposing troops to consume. One workaround I use helps, but slows the game down ‘a bit' is to pick encounters very c

2 Replies 5,103 Views

Might some kind and informed person please explain how the amount of armor a troop has affects the initiative of the troop. I know more armor means less initiative. But how much? How do I figure it out when designing troops? Thx

4 Replies 4,964 Views

FfH2, by far the best fantasy game made. And its a volunteer/fan effort. Each civilization is really different from all the others, and requires very different tactics, strategies, and synergies. Genius.. I still play it.

7 Replies 64,178 Views