tjashen

tjashen

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

This may be a bug, or it may be deliberate. I.E. this is a way to 'separate' those units that choose to attack units outside of the city walls, hence they are 'outside' of the city, having went on the offensive. I've also seen the 'lone' enemy standing on top of a city I just took. As I remember, I was able to attack him next turn. I'll keep an eye out for this. And, as far as I can tell, units that remain in the defensive do

14 Replies 11,314 Views

Yeah, Spell of Making has been my go to VC, so it's probably a little too easy as it stands. Moving it down the tech tree might be a start. In one of my recent playtests, I saw three empires/kingdoms start building towers before I had the relevant tech, some of which had the third tower online before I built my first tower. I was able to get all four towers built and cast Spell Of Making before they could, which I'm still scratching my head about. Is the AI n

27 Replies 23,463 Views

Sneaky Steam... I was all set to update my LH to 0.80 today (being mindful of my 5 GB/mo download cap), and I couldn't see an option to update. So I open LH, and see I've already been playing 0.80 for a bit! So, yeah, sneaky Steam strikes again! Dunno when I had my internet open while Steam was active the last few days, but apparently I wasn't paying close enough attention. Back to playtesting! [e digicons];)[/e]

139 Replies 443,330 Views

I'm still getting back up to speed with Elemental (LH). I've seen a few threads now about Champions being a little too weak in the later stages of the game, and the skills trees being a little too 'deep/long' for some classes. Another thing I've noticed is that I'm not picking a lot of the tree paths, because another tree path gives a better benefit for my style of play. This is not necessarily a bad thing, but if a particular tree path isn't

26 Replies 99,049 Views

Just a quick note. I generally keep my Sovereign Mage/Summoner in the back, with some sort of missile weapon. Sure, the enemy likes to concentrate missile fire her way, which is why defensive buffs/items are a good idea. I let the summoned creatures and any other handy units do her dirty work, while she snipes at wounded creatures and such. The Summoner tree might do well to be condensed a bit, but then really most/all trees could benefit fr

18 Replies 30,324 Views

I'm a huge fan of Air Elementals. In the early/midgame, they are rather powerful and fast, and can usually survive a hit or two. So, yeah, I'm all about the summoning tree. Plus the Air Elemental's impale ability is a nice way to whittle down the enemy stack a bit. Their high movement rate is also nice when making a 'fast response' stack (i.e. a stack that moves 4 or 5 instead of 2). Ice Elementals are also nice, mainly because of their &#39

18 Replies 30,324 Views

I'm still seeing this issue as well. I've actually seen it move 2 squares offset from the 'target' square once or twice, and a one square offset happens more often than I'd like. This is REALLY anoying in combat. I suppose I could think of this as 'miscommunication' of my orders, but that makes it seem even more like a cheezy kludge. I generally go for an overhead view on the strategic map, so I don't see this issue usally in strategic

4 Replies 9,071 Views

Just noting I've seen the same thing happen. It has happened on multiple occasions now. The Champion is usually within 2-3 squares of the enemy, and when I click on another unit, the Champion is the only one allowed to take turns from that point forward. This usually means easy dispatch of the enemies, as they don't get to respond (except for 1 counterattack maybe). Is there a place to upload error logs or whatever this time around? If is see it again,

4 Replies 4,935 Views

Hi y'all! Due to bandwidth issues (no job + a 5 GB/mo limit on the 4G), I've not been able to download Fallen Enchantress for a while now, let alone Legendary Heroes. My situation finally changed for the better, and I was able to take advantage of someone's WiFi for a bit (still took about 4 hours to download both updates, which were over 3 GB each), and after hammering through some issues I am up and running. Note: I ran into the 'si

0 Replies 4,511 Views

[quote who="CdrRogdan" reply="23" id="3114254"] Quoting tjashen, reply 12Governors should earn XP for every building completed and every unit trained under their direct watch. Within reason, of course... This is beyond rediculous. That just encourages players to pointlessly spam units and delete them afterwards. A much more reasonable (and easier to program!) solution is to give them bonus xp per turn while in town. @James 'slowly' is relative. In

26 Replies 23,717 Views

[quote who="Rosco_P" reply="52" id="3113251"] Quoting seanw3, reply 51It would be nice if there was a website somewhere that noted in simple terms exactly what is worth putting in a computer and what is useless at this point. Processor: The CPU model is more important than the speed. Go for an i5 for the best cost/performance balance right now. RAM: Least important decision if it's a pre-made computer, as it's the easiest and cheapest to upgrade

96 Replies 350,298 Views

OK, in doing some reading on this matter, and being a Vista user myself, I just wanted to point out something r.e. the 2 GB/32 Bit limit in windows, for those of us with 4 GB systems. Apparently, unless told otherwise, 32 Bit Windows XP/Vista sets 50% of the memory to the kernel, and 50% to everything else. You can change this using the Userva feature. This allows you to allocate up to 3 GB to programs. Here's the Microsoft page that explains this: <a h

96 Replies 350,298 Views

[quote who="Kongdej" reply="13" id="3111146"] Quoting tjashen, reply 12Governors should earn XP for every building completed and every unit trained under their direct watch. Within reason, of course... Erh, thats some conclusion, you're making a version of the game yourself? I feel there are more ways to fix a problem than one, and it seems it was intended for heroes to run around being heroic in the wild, in which it would feel empty to just house arrest

26 Replies 23,717 Views

Nice work Tasunke! At some point after I hammer out some concepts, I'll take a look at the ideas side by side and see how they compare. Right now, I'm just trying to get ideas jotted down, for evaluation later. Also, I really like your idea of spear+shield, for both Polearm types and Mounted types as a talent, unless of course everyone feels this should be allowed already. It'd be easy to make a 2H spear+shield item for the the purchase/design cue. <

6 Replies 35,859 Views

First off, Tasunke, I very much like your suggestions so far! Keep 'em coming! Your ideas reflect the same spirit of what I'm going for, and I like how simple you are keeping things. Here's what I've hammered out so far for Path Of The Warrior. Many of these are lifted out of Kenata's weapons mods, and I haven't applied balancing to any of them yet. Mostly, I'm just experimenting with these subtrees at this point. I als

6 Replies 35,859 Views

Hey y'all! I'm about to tackle a proposal for ways to make Champions and Champion/Sovereign progression a little more interesting. The goal of said proposal is to make Champions feel truly unique, as opposed to the hodgepodge thing that seems to be going on now. Here's a brief rundown of what I'm thinking First, you choose your path (Assassin, Defender, Governor, Mage, Warrior). This currently happens at Level 4, if the appropriate trait com

6 Replies 35,859 Views

[quote who="Malsqueek" reply="23" id="3109999"] Quoting tjashen, reply 22Finally, I think that the production times for the more expensive units may need to be reduced a bit. My reasoning on this is that having more troops in battle helps reduce luck a bit in combat, and maneuvering six units around for position in combat is more interesting than two, and allows for more strategy to develop in said combats. Of couse, I had no issues with the twelve unit cap in E:WOM in the fi

28 Replies 10,240 Views

Just a couple of observations on some of the above comments. A 50/50 split in production doesn't really accomplish anything. Essentially both items take twice as long to build, so you might as well build one, then build the other, so you get at least one of them halfway through the process. Hence, there needs to be some mechanic that reduces the production time of both slightly to make doing both simultaneously worthwhile. As for the comments of shuffling

28 Replies 10,240 Views

[quote who="Trojasmic" reply="18" id="3109488"]Sean or Heavenfall, can one of you guys create a mod for Nomorebeef that restricts him from using the shop unless he is in a city? Then create a mod for me, tjashen, and feelotraveler that has a quest that makes a merchant appear and allows you to buy unique items for one turn then disappears or some NPCs (like champions, but you can't recruit) that allow you to buy stuff from them or minor factions that do the same? <br

35 Replies 13,117 Views

I still remember buying stuff from neutral factions in E:WOM. It will be good to see their return at some point. If base movement values were higher, I could see moving into a city to conduct trade, but as it stands, just moving into the ZOC is fine, and doesn't slow down the pace of the game unnecessarily. Just think of it as servants running to and from the city running errands for you, and you'll be fine.

35 Replies 13,117 Views

Here are the Current path trees as of 0.86. Paths require a minimum level of 4. Path Of The Assassin (Level 4) -->Acrobat -->Charge -->Gamblers Strike -->Master Scout -->Precision --> Precision 2 --> Precision 3 -->True Strike -->Vital Strike 1 --> Vital Strike 2 --> Vital Strike 3 Path Of The Defender (L

20 Replies 13,699 Views

The unknowns should be your opponents and the world at large, not whether you lucked out on which traits you get to select, or what techs you get to choose from. A random tome that unlocks some rare tech is fine, but just doing it randomly in the background isn't the same thing. You have to find said tome first, or perhaps negotiate with another kingdom/empire for access to their research. Again, excessive reliance on random-ness is just lazy game design. The g

57 Replies 46,876 Views

[quote who="Malsqueek" reply="5" id="3109313"] Quoting tjashen, reply 4I've yet to have an empty build cue under the new build. I am very curious how you manage this. My army generally sucks up every last drop of gold intake until the third city gets built, and considering that there are only 2 early buildings without maintenance costs....[/quote] I haven't played on the upper difficulty levels, which may be a factor. I do

28 Replies 10,240 Views

I think unit size is fine, but I don't think it needs to be a tech, and players should be able to choose maximum group size if they want. HOWEVER, I would introduce a cost mechanic that would make large groups cost a little more than two units half their size as a balancer. Inefficiency of bureacracy and all that. Also, if larger groups take longer to complete, there will be times when you need the small militia on station immediately to stave off wandering monsters

9 Replies 15,030 Views