I do get the reasoning behind forcing a split off army/unit into another square. Essentially, for game balance purposes, you only want multiple stacks in the same square if you are exceeding the stacking limit of any one stack. Otherwise, you could end up with, say if your kingom/empire had a 7 uinit stack limit, 7 single unit stacks, that an attacking player would have to kill in turn, which would take seven turns under the current design, assuming more single unit stacks weren&#
tjashen
[quote who="Borg999" reply="4" id="3352140"] Quoting joeball123, reply 2I tend to agree with Alstein - it doesn't make sense that I cannot wear a chain shirt or a piece of plate unless I have some specific training. It would make sense that I suffer from some kind of penalty (most likely initiative, but defense and dodge penalties would also be appropriate) if I don't have some degree of practice or training in using the armor. [e digicons]k1[/e]
I'm just going to reiterate what has been mentioned a few times now, and that is that the game feels more and more 'dumbed down' and 'slowed down' to me. Don't get me wrong, there are a lot of new things that have been added, but the player has fewer and fewer choices to deal with in the game. While some may think that little minor things like stat points, encumberance, and such did not add any value to the game, I disagree with this assessment. Why
[quote who="Lord Micheal" reply="8" id="3352376"] Quoting Wizard1200, reply 4 The path trees are too long and the abilities have too many prerequisites. For example instead of evoker I - IV there should be only aeromancy, geomancy, ... that increases the damage of air, earth, ... spells by 50 % or instead of vital strike I - III there should be only vital strike that increases the critiacal hit chance by 15 and the critical damage by 50 %.. Total
I've seen this too. If you select an item in an inventory, and then try to 'cancel' use of that item (by clicking on another item or in some blank part of the map) the item disappears from your inventory.
While "Healer's Paraphernalia" might be fun, somehow I think people would get the wrong message with that title. Healer's Bag, Healer's Pack, or Healer's Satchel all sound good to me. BTW, is this re-usable? If so, Herbs usually implies a single use, within the context of the other items in the game, whereas a bag, statchel, pack or kit all can imply multiple uses.
Hey y'all! I'm not seeing the Familiar anywhere on the latest tech tree under 0.85. Was he removed, or am I just missing it somewhere?
I just had a situation in my latest 0.85 LH game where one of the cities I built didn't connect with my other cities, as there was a road from/placed by another empire next to the square where I placed this city. Yeah, I SUPPPOSE I could go through the other kingdom's city, and go the LOOONG way around to get to my nearest city, but that adds about 20 squares or so to the commute. And I haven't actually explored the enemy's roadbuilding network as of yet, so I can&
I noticed that Fame was going up much slower than I remember under 0.80. I also wasn't seeing a lot of quests. Going to start a new game, and if I continue to see the Fame famine, I'll report my findings. BTW, I have everything set to abundant/dense/fast in my game options.
Ignore this entry, the pic I had didn't upload correctly.
The developers must have stolen the idea from the Headless Monks that were in Dr. Who... [e digicons]:digichet:[/e]
The nice thing about manual roadbuilding is that it expands the tactical/strategic concerns a Sovereign has to worry about. I.E. how do you protect said roadbuilding units while they are working? In Civ, this was always a consideration, and I remember having to hunt down several maruaders who were beating up my engineers, distracting me from more important thinks like conquering my neighbor. By doing it strictly automatically, we lose that dynamic. As I've ment
[quote who="halmal242" reply="19" id="3348985"] I would absolutely LOVE if we could reimplement stats to go with skill trees to make the skills about SKILLS not about stats. Make the general tree be about spell skill level ups and the general traits be repeatable stat point investments.[/quote] I like this concept. Take the 'stat only' gains off of the traits trees, and give each hero one or more stat points to raise stats/skills every lev
I don't know how all you people survived roadbuilding in Civ all these years. In that game, not only is it one square at a time, but it often takes multiple turns per square... Personally, I don't have an issue with it, and wouldn't mind seeing it in this game. Plus it brings up the whole 'defending the guys building the roads' dilemma. I'd love to see every empire have some way to make roadbuilding units, especially ones that could also do ot
OK, I've been working on the new tech tree and such a bit. I have it working as it should, and am now digging through ALL of the other files trying to fix anything that isn't showing up. Several items files, kingdom improvement files, and such are all inter-related with the tech files, so it's taking a while. Essentially, I have to add code to each item/structure/etc. mentioning the new tech tree, otherwise the game won't find this stuff under the new tree. <p
I guess I'm not really buying the 'massive overhead' argument r.e. allowing more calculations by modders. The stuff I wanted to mod back in the day (hp calculations and such) doesn't need to be recalculated constantly; once per turn would have been more than sufficient. Any stat changes that would happen during a turn (such as an item that relies on a stat calculation for some effect) really could wait until the start of the next turn. The game is keeping t
(Envisioning Lo Pan and Egg Shin's spell battle at the moment, thanks to this thread). Once a caster starts Spell Of Making, really the only way to stop it that I can see right now is taking out/attacking the Sovereign casting it. Of course, you could add the requirement that you retain control of the four towers during casting, or else the spell gets disrupted. Another thought would be to have a 'counter spell' to Spell of Making, where you could sa
I am running Legendary Heroes with an AMD Turion 64 TL-64 and ATI HD 2600 graphics, which is considerably older than your E-350 rig. Also, only 4 GB of ram installed/3.2 GB or so addressable (32 bit Windows Vista assigns the upper memory addresses to video card memory and other such thiings, so part of my ram is left unused). No issues to speak of. I had no significant problems with Fallen Enchantress either, btw. Your E-350 should do fine, as long as the video dri
I miss Kenata... his efforts on the dual wield front were admirable. I do still use his mod in E:WOM, btw!
Hey guys. And HOLEY THREAD BUMP JANUSK! I started tinkering with this again today. I found a coding glitch that was causing an issue with my Amarian2 tech tree, so it's working better now. I set this aside a while ago when we kept having revisions, and changes to the underlying mechanics, plus then there was E:FE, and now E:LH... Interestingly, the Amarian2 tech tree files seems to be E:WOM 1.40 compliant (at least they still show up properly), although
Each road section should require 1 lumber and 1 brick... [e digicons]:-"[/e] (Catan reference)
[quote who="Lord Reliant" reply="30" id="3349354"] If we do go down the Engineers path (which I approve), it might also be good allow them to upgrade outposts, too. Engineers could also double as spies/scouts, too, which would only add to their usefulness.[/quote] I like this idea. Being able to have engineers do an outpost upgrade, rather than having a nearby city do it (hence freeing up the production cue for more important things) would help with game pacing a bit. 
I'd probably go this route r.e. encumberance penalties (using -4/100 as the baseline). 0-30% no penalty 30-50% -1 50-70% -2 70-85% -3 86-100% -4 101-110 -5 111-118 -6 119-125 -7 additional -1 per 5% over 125. BTW, penalties should apply to move rate, as well as accuracy and dodge (so if you are 100% encumbered, you move at 60% your normal rate). This could mean that a 136% encumberance means no
I'll reiterate this, since engineers came up. I think a roadbuilding trait for units (one of their 4-5-6 trait picks) is a good way to go. That way, those units will also be good for other things besides roadbuilding, so you might want to use them for garrisons or monster duty as well as roads, hence not overly encouraging road spam. Said trait should cost a bit more, so that people won't just build hordes of 'roadbuilding' units just because they can
Rant mode still on. Individual mana pools worked just fine. Sure, a few spell costs needed some love, but spellcasting worked just fine, and heroes were faced with the classic 'sword or sorcery' dilemma when leveling up (boosting Essence or other stats). I've always felt that instead of creeping up on balance, that the developers have fallen into the trap of making lots of sweeping changes, and placating certain groups of posters because the ga