Awesome! You guys rock!!!
lelovelady
Any word on when this will be released? Today's my last day connected to a fast internet connection for a while ... ;-)
I agree with this ... the automatic road building is great as far as it goes, but we need the ability to manually place additional roads. One suggestion I didn't see here that might work would be to add the option in a city and outpost to "build road to" ... say you have three cities, ABC, 123, and XYZ. You also have two outposts - Outpost A and Outpost B. Let's say the autoroads connected ABC to 123, and 123 to XYZ. Outpost A connec
[quote who="parrottmath" reply="102" id="3348844"]Go to Prociponee (if she is in the game) and get the appropriate books. You can train the mage into any school you wish.[/quote] Except for Life - you can't add life magic. :(
[quote who="Derek Paxton" reply="12" id="3348750"]If you can provide a save I would love to check it out.[/quote] Sure ... next game up I'll get you a saved gave for it. :) Maybe you can tell me what I'm doing wrong. [e digicons]:grin:[/e]
[quote who="Derek Paxton" reply="8" id="3348446"]You have Umber set on Insane AI difficulty. That gives him a +150% research bonus. He has spread quickly and got a Conclave up, which he built a cloister and school in. He is now getting 25 research per turn from his 4 cities as compared to your 4 research per turn.[/quote] Then there's something weird going on with the difficulty levels on opponents ... because I'm running into this same general situation on Begi
No, I've found this a lot ... it seems when you tame the only unit in the stack, it puts whatever the last critter was you killed over there under the defeated side. It doesn't seem to know what to do with itself when there's no units actually defeated.
I'd like to see (at some point) the ability to "build road to" - right now units with the build road ability have to move one tile, build road - move one tile - build road - this gets VERY annoying ... it'd be nice to select their current point as a starting point, then click "build road to" and click their ending point and have them automatically build a road from point a to point b. Alternately, the button could be an on/off kind of button, like the expl
[quote who="Derek Paxton" reply="4" id="3347808"]http://screencast.com/t/dJnmub6ntLX3 [/quote] Nice!
Well, this has actually been brought up in part in other forums - the AI in early game seems to be able to expand waaaaay faster than the player can. They seem to have some sort of weird research and/or production boost that makes it insane. That being said, I too am a casual gamer, and like a nice relaxed game. To that end, I go with the larger map, fewer opponents, and I set them to mostly Kingdom ... those empire dudes are just plain bat***t crazy. <
Or how about letting them purchase armor ... but make it cost extra ... 'cause it has to be specially fitted or custom tailored, or whatever. Maybe extra gildar, extra metal, extra crystal ... something like that. Or have a special building they can go to for purchases.
Huh. I hadn't realized that ... umm, guys, can we get a way to raze or delete improvements? For those of us poor challenged people who don't have a clue how to do modding, or whatever it is called?
[quote]Added Plate Mail Proficiency, it enables the use of chain mail armor and gives a bonus when defending [/quote] Ummm, I think this should give a bonus to Plate Mail?
Yeah, it's pretty buggy. I've also noticed it seems to spread my guys out all over the darned place, while all the enemy guys are nice and bunched up. I have to spend my first couple turns just trying to get my folks into some decent order before getting swarmed. And if I'm fighting anything really fast, they surround my poor little lonesome guys and smoosh them into a red smear on the rocks before I can get any help into position.
:) I'm really loving the new Warrior tree ... makes it worth selecting. And THANK YOU THANK YOU THANK YOU for fixing the units/cities bar disappearing when you load a saved game. I've been loading and reloading saved games, and the little bar is still there. [e digicons]:grin:[/e] Now I can happily play away without wanting to scream in frustration.
And by custom designing your units.
[quote who="Derek Paxton" reply="1" id="3340297"]I'm working on getting it together before release. It won't be a heavily modded game like the FE scenario. But a play of the LH game in a specific situation so I'm less worried about bugs though we do need to balance and playtest to make sure its fun.[/quote] Thanks for the quick response! I'm looking forward to seeing it. I really enjoyed the one in FE, aside from the whole hero leveling thing
[quote who="Derek Paxton" reply="6" id="3340152"]We have a big fix coming in 0.75 to address this. After the patch please let me know if you are still experiencing it.[/quote] ::Fidgeting impatiently:: Is it here yet? Is it here yet? Is it here yet? [e digicons]:grin:[/e] Can we at least get it by tomorrow? I don't have internet at home so I need to
Just out of curiosity, when's the scenario going to be released for testing? I know there are less people who play the scenario, so it'd be really good to get it released soon so those of us who do play the scenario can start working through the bugs. There were a bunch that got left in the FE scenario. :) Also, as a suggestion, if you're gonna make all the recruited heroes stay together for the scenario, PLEASE remove the XP modifier from
[quote who="Stupidity10" reply="4" id="3339303"]Once you start walking I don't think you can stop anyway, so being able to see is a moot point.[/quote] Yes, but don't you think you would at least know what the territory you walked through looked like? Like Sanati said, it doesn't reveal the terrain you walked through AT ALL ... It's like you put on a blindfold and walked indiscriminately around ... kind of stupid in a world where t
Not sure ... but you can tell if they cast the spell by watching the progress of the spell on the section in the upper right corner. You see them build the towers, then underneath it is a bar that fills up as the spell progresses. I hope that was clear, I'm not sure how to explain it better. But it's right underneath where the little icons of the towers show up. Once something appears there, you're pretty much screwed ... unless
I've noticed this, but I've also noticed that if I wait about 5 seconds and then use the shortcut on my desktop a second time it'll reopen LH. I was getting this before the last Steam update, but only occasionally. Now it's almost every time (like 97% maybe).
I agree with Sanati. I live in the boondocks, so I actually DON'T have reliable internet at home (not even as reliable as a 56k modem, and it's REALLY SAD that I've thought about buying one), so I have to do my downloads elsewhere. When I'm at home, I simply use offline mode, and play away. Just don't clear your browser settings ... for some reason it seems the Steam account logon is saved in your internet settings ... everytime I c
I think (I could be wrong) but I THINK I remember reading that this is going to be addressed in the .52 bug fix that should be going in very soon.
I'm a pretty casual player, and like to play games I can (eventually) win ... and I agree that the Spell of Making victory is WAAAAY too easy. For you hard core players, I'm sure it's like taking candy from a baby. I agree with the suggestions above to move the actual spell later in the tech tree, and make it cost more to cast. I'd also like to suggest that you be able to cancel the casting once you've started it ..