tjashen

tjashen

Joined Member # 3503845
109 Posts 892 Replies 28,404 Reputation

I think he's cute! [e digicons]:pout:[/e] BTW, I think we need more 'manly' emoticons for this forum, just sayin... Plus, with that OTT maul ability, somehow the horns just make sense. Although regular bears are just as scary without the horns.

10 Replies 7,785 Views

Well, while I can't speak for the original poster, I can relate an experience I had on a recent map. The terrain was rather mountainous where I built my empire, so my cities were a little ways apart from each other (say 10 or more squares). The road between my first and second city, which was to the east of the first city went well enough. Essentially these cities were due east/west of each other, with a mountain range in between so the road had to go to the south arou

52 Replies 174,163 Views

[quote who="animageous" reply="16" id="3347610"] Quoting Foefaller, reply 15 'Course, if you split all the traits between abilites/passives and stat bonuses and gave skill points that can only be used for one or the other, you could get a similar result. Skill points or something equivalent have been suggested a lot on this forum, I believe, and I think they're a pretty good idea. Similar to D&D, our champions should get points to spend on their base stats (

26 Replies 99,041 Views

[quote who="parrottmath" reply="29" id="3348917"] Quoting tjashen, reply 28I'll say again, if you are attacking an enemy stack in a square, you should move into that square automatically, BEFORE combat. Especially where units intermingle during combat. Since we can't retreat anymore (scrolls aside), it's do or die anyways. What happens when there are multiple stacks on the same tile?[/quote] This does bring up a good point, and thank you for bringing

43 Replies 105,925 Views

I'm going to rant here. This thread seems as good a place as any. Over the years since Stardock first released Elemental: War Of Magic, I've seen Stardock retreat from several good concepts. We used to have Dynasties, boats, stat bonuses, options to retreat from combat, global teleport, individual mana pools, large (12 unit) army stacks, the list goes on and on. IMHO, all of these things made WOM a really cool game. Your Sovereign felt like some pow

39 Replies 52,576 Views

[quote who="ElanaAhova" reply="7" id="3348903"] Zorro and Conan, and Grace Jones? There you have it. The holy trinity has acted... horses are ok in settlements. (or at least riding through them...). That was a great movie. Still think the first one was the best... but they all are fun ,,,[/quote] Yeah, the first one was better, but the second one is still quite enjoyable, even after all these years. Certainly better than some of the fantasy/sword & sorcery garbage Holl

17 Replies 19,327 Views

I'll say again, if you are attacking an enemy stack in a square, you should move into that square automatically, BEFORE combat. Especially where units intermingle during combat. Since we can't retreat anymore (scrolls aside), it's do or die anyways. Movement can still end when you attack, but this resolves the 'stack on top of city' issue and the 'everyone else stealing my loot' issue. Having to set aside a hero in a second stack to run in

43 Replies 105,925 Views

Hey, I was watching Conan The Destroyer just yesterday. I saw Conan's group and the King's guard riding through at least two towns, and Grace Jones threatening several villagers on horseback before she rode out on her steed. The townsfolk wisely scurried out of their way. [e digicons]:grin:[/e]

17 Replies 19,327 Views

Actually, attacking units adjacent to cities with a stack formed within the city moves your stack on top of the city, so it isn't available for defense, and this can be rather hard to spot on the map. Those are two of the other issues that result from not moving into the square you are attacking. .85 talks about merging units back into city at the end of your turn if they do not have a path declared, but I'm not sure if attacking an adjacent stack counts as a 'moveme

43 Replies 105,925 Views

A simple-ish way to deal with the 'multi attack blitzkreig' is to only allow one attack per turn. Of course, then you would withdraw after combat if you had MP's left, but then isn't that supposed to be the advantage of a a faster unit? To balance that, I'd say that combat costs 50% of your total MPs (round up). That way, 5 MP stacks would have used 3 MPs in combat, so they might be able to move in after combat, and then retreat one square/advance

43 Replies 105,925 Views

I had a thought based on one the conversations in this thread. [quote who="animageous" reply="1" id="3347680"] Haha, yeah, it's pretty dumb. I never understood it myself. I justified it by thinking that the two battles are happening at the same time, so all your defenders rushed to stop the first attack and were caught in the rear by the second group. No, but seriously, why does this happen.[/quote] If this is the intended eff

9 Replies 28,022 Views

OK, throwing out an idea here... In my latest game, I took a good gander at the 0.80 Warrior tree, and saw Plate buried towards the back of a tree of around 4-5 picks as I remember. Meanwhile my heroes are packing around all of this plate/chain stuff they can't use until much later in the game, assuming they earn enough levels. This seems silly on some level, especially for items that aren't boosting my defense at all/very little (rusted chain as an example) <

40 Replies 58,044 Views

So, this has happened a few times now, both in LH as well as in FE. I created a custom faction, and of course with accompanying custom Sovereign, a few games ago. I always let the AI pick the factions randomly each game. Well, in my last couple of LH games, the AI has picked my custom faction as one of the other factions, which I am playing as well. It does rename the faction and Sovereign, but essentially everything else is the same. I jus

2 Replies 5,429 Views

[quote who="sxyz123" reply="9" id="3347070"] You are perhaps right, simply attacking from a city ungarrisons them... I loaded a saved game, and first moved 3 units out, so I had the same number of units garrisoned as I could fit in my army. I wasn't picking a subset; it didn't matter, they would first leave the city by standing on top of it. Thus, even though they end their turn on a city tile, they aren't in the city anymore.... I guess that&#39

14 Replies 11,309 Views

[quote who="sxyz123" reply="7" id="3347054"] Well you can make them rejoin the city before combat, the units standing on the city cannot rejoin the city after combat because they will have 0 moves -- combat always ends their turn. It makes the city vulnerable, b/c your units are not in the city now. Also if your army standing on the city is attacked it won't get city defenses to help it defend. p.s. I'm not sure this is the only time this bug occurs, just

14 Replies 11,309 Views

[quote who="schattenjaeger" reply="10" id="3346725"] Quoting tjashen, reply 8 I mentioned this in another thread already, but yeah, I am seeing issues after many many turns. Of course, I have 4 GB of memory installed (only around 3.2 Accessable, 32 bit Vista addressing issues and shared memory for video eat up the rest of the '4 GB limit'). As long as I quit every 4 hours or so and restart, all is good. However, when I quit LH, I can't

19 Replies 83,977 Views

I noticed that when the unit counts within cities exceed 9 units, that a scroll window appears for the additional units. This can be an issue when you are trying to pick units for a stack that will be leaving the city, as you may not readily be able to see all of the units you are about to group. This is a minor thing, but I wouldn't mind seeing the City unit window being a 4 wide/3 down configuration (12 total), instead of the 3x3 it is now. We seem to have the screen real

1 Replies 4,535 Views

I've done the 'select a stack, cancel it, but now stack is on top of city' thing once or twice. If you aren't watching for this, it can be a problem. My solution has been to reselect the stack, click elsewhere (another square) within the city, and they will usually rejoin the city defenders (sometimes takes a few tries/clicking on different locations within city walls), IF the stack doesn't exceed city stacking limits when trying to do so

14 Replies 11,309 Views

Yeah, Horses figure prominently in my rapid reaction stack, so I still find them useful. And don't they give +2 MP Strategic, whilst wargs only give +1? A more interesting question might be how balanced are Wargs versus Horses these days. I should take a look at the 'new' warg stats the next time I play.

12 Replies 10,759 Views

I do agree that the roadbuilding logic/calculator needs to be tweaked; I'm seeing the same craziness with some road paths that has been discussed to death. This is more of a 'wish list' thing, but I wouldn't mind seeing roads being tied to resources (specifically materials). Each road section takes one material. Also, you start with a path, which gives you a lesser movement bonus, and when you upgrade to stone, you get a greater movemen

16 Replies 17,532 Views

I mentioned this in another thread already, but yeah, I am seeing issues after many many turns. Of course, I have 4 GB of memory installed (only around 3.2 Accessable, 32 bit Vista addressing issues and shared memory for video eat up the rest of the '4 GB limit'). As long as I quit every 4 hours or so and restart, all is good. However, when I quit LH, I can't close Steam, so I have to go into Task Manager and kill LH manually. Can't imagine why LH w

19 Replies 83,977 Views

I liked the encumberance system. Not sure why it was necessary to nix it. I had a situation in on of my recent games where I found that super heavy badass double/quad bladed axe thingie that was super heavy (100 lbs or something like that). I chose to give it to Bacco, but it was too heavy even for him. So I ended up picking a strength trait to boost his carrying capacity so he could actually use it. I also gave him the Backpack of Holding to help as well.&nbsp

40 Replies 58,044 Views