They probably got rid of Assassin's Tools.
DsRaider
Reserved
So Legendary Hereos' release date is almost upon us. A lot of good stuff has been added but some areas could use a little polish before the game ships out. Strategic faction differentiation is one area that could be improved. It has actually decreased since FE because the changes in mechanics has resulted in parts of abilities being removed without anything replacing them. It seems like this has been shoved aside because of the rus
Agreed
Started a new game to see if my scenario log would update after defeating the western Trogs. No such luck. I updated the original post to include some impressions. I have to say I really enjoyed the first part of the campaign. However it got boring after while when I had no real direct goals except to wipe out the enemies that were actually on another continent. I was reaching the end of the military tech tree and I still hadn't managed to really fight anyone. The enemy AIs don't seem
I get the opposite, all my allies are offering me tribute.
Bugs -I destroyed the Yithril cities to the west but the mission didn't update. -Allied AIs offer me tribute. -Yithril told me to attack Krax AI -Tarth not settling more then 1 city. -AI horrible at prioritizing improvement. It should build production and unrest improvements first, but when I conquer their cities it never has any.
So I have the system up and running for primitive villages but I have to mod the core directory to change techs and lairs, annoying but not a big deal. Also now units you can't afford show up in the unit list greyed out so the old workaround for having improvements as prereqs for units doesn't really work as well. Anyone know if there is another way to do it that prevents the unit from showing up in the list at all until you have the right building?
One thing that really bugs me in LH is the monster recruitment system. In FE some effort was made to make it better but now it is really pointless and has been half removed. This mod is a redo/port of my original WoM mod that seeks to address this and bring monster recruitment back as a interesting and integral part of the game. This mod completely reworks how factions recruit monsters and special units. The ability to recruit special units is tied to a new resource called tokens, whi
If you accept tribute you can't attack the giver for awhile. Although the AI still sucks at this as it offers you tribute when you are no real immediate threat. It would be better if it only offered tribute when you border each other or have an army near it. Also it could offer tribute when you declare war in a attempt to save itself. I think the only other way to make AIs like you is through treaties and military might.
As others have said the xp splitting is not the real problem, and it is very complex so you could solve it in various ways. Personally I think the problem lies with monster lairs being one shots. This means it just makes sense to use a single hero to consume all the lairs and this leaves nothing for other champions. Once those lairs are gone what are you supposed to do? Also most people aren't aware you get more experience for using lower strength armies. i.e weak versus Medium.
I'm a huge Marvel fan, but I won't see this movie. http://www.stuff.co.nz/entertainment/film/8608942/Hollywood-bows-to-China-censors http://www.foxnews.com/entertainment/2013/04/25/iron-man-3-made-for-china-hollywood-contorts-to-please-countr
[quote] AncientsFemale [/quote] This might be the problem. Have you manually added this new modeltype to all the armor and weapons? If not I suggest skipping it and using an existing model type, as adding it to every single item art file takes a ton of work.
[quote who="Draginol" reply="130" id="3349462"]The AI updates in this build are pretty significant.[/quote] Good to hear. I am looking forward to getting my hands on it.
[quote who="GFireflyE" reply="116" id="3349243"]Second, when you have a scenario when all cities are connected to the road network, but the orientation of that cities warrents another road to be built. A----B | D----C Why would no road exist between A and D when D is built?[/quote] In one game I played I had this happen but I didn't control B or C. I started with A and conquered D yet no road was built between th
[quote]Fixed an issue allowing caravans to be killed even if you have the legacy of serrane[/quote] bleh. Would anyone notice if it wasn't working or care? I was hoping to see some large changes to Capitar and Umber.
When played by the AI Gilden usually has twice the faction power as other AIs and Tarth is either among the weakest or dead. That says a lot. Gilden is pretty meh but they have no real weaknesses. Golems could use a buff but other then that they get some good units with special blunt weapons that are cheap to upgrade. Their blood is amongst the best as it boosts hp and spell resistance. Tarth has the very noticeable unrest penalty and has 2 points in Stealth and Scouts. I don
[quote who="thadianaphena" reply="8" id="3347777"]I have converted several units over, however I am missing how to make the default units in Unit Design (new units) register. For some reason they are showing up as altarian.[/quote] Do you have them set as your in your race file?
Henchmen are tied directly to the Altarian race. You will have to go in and copy the units and techs associated with henchmen and change the copies to require your new race. Also what abob101 said.
The economist did an article on this awhile ago. It's a little old but presents another view. http://www.economist.com/blogs/democracyinamerica/2013/04/e-commerce
[quote who="joeball123" reply="8" id="3347890"]Hopefully there would also be some consideration towards creating a balance of power through alliances. After all, if there are only one or two main powers in the game, then the weaker factions should want to have some safeguards against aggression from those factions, either by allying with one of them to force their involvement in case of war, or by forming a coalition of minor states which would at least be problematic for the dominant faction
Balance reasons. +1 damage in the current system is a lot. The only other damage boosting trait is Fury and that gives -1 hit points. Without a downside +1 damage even with a high cost is pretty powerful and a no brainer. There is already a problem with high initiative and attack units, it would be pretty broken for muscle to give 2 to both. Plus too much muscle mass can make you slower and less flexible. Like how Arnold had to lose muscle to play Conan the Barbarian because he couldn't s
[quote]Added the Soldier’s Boots (available for unit design, +1 init) Added the Soldier’s Gloves (available for unit design, +5 accuracy) Padded Breastpiece added as a designable equipment[/quote] The Soldier stuff is going to be pretty standard on archers, although that isn't a bad thing. There might be a tradeoff with leather now. With no weight why bother with padded Breastpiece? Leather will be better and it's a first tier tech...
Awhile ago I posted some ideas for unique traits for every faction in another thread . Here are the ideas for Tarth. Guerrilla: +1 move and + 2 initiative when below 50% health. Camouflage: + 5 dodge +10 dodge versus ranged Trapper: +15 dodge +1 counterattack and +25% counter damage when defending. I also like the escape ability. A think hobble is a very Tarth lik
Yeah, I as wondering when we would get this.