pomalley

pomalley

Joined Member # 3760343
31 Posts 130 Replies 21,228 Reputation
Reply to LH AI in Legendary Heroes

Good lord, can we ban this willie sanderson character already? I don't care what it says under "Join Date".

75 Replies 216,161 Views
Reply to LH AI in Legendary Heroes

Personally, I (learned to) appreciate the AI keeping one of my armies tremor-locked. It was a pretty big army that the AI couldn't do much about, and it definitely bought the Kingdom of Gilden ten or twenty more turns before it was overwhelmed by the unstoppable tide of the undead. I say "learned to" because it was pretty annoying at first, until I realized the AI had no other options.

75 Replies 216,161 Views

[quote who="Frogboy" reply="9" id="3412222"] @cardinal, it's not remotely that simple unfortunately. The movement system is asynchronous to the movement command system. The AI and the unit objects post (as opposed to send) their messages to move and the move takes place async. The plus side is that it dramatically reduces the turn-times (see Civ V for the other way) but on the down side moves can't be course corrected (which they can be in Civ V).[/quote] <

17 Replies 15,187 Views

[quote quoting="post"] 4) If a unit has movement queued and you end your turn, the movement should execute and the game should check if the unit still has moves left. If so, the turn should NOT end and you should be prompted to finish moving. [/quote] This is, far and away, the single thing that has bugged me most, and I've been complaining about it since the WoM days. I must have dozens of posts on these forums about this (well, probably only a couple). I would buy a $5

7 Replies 7,487 Views

[quote who="myosin2p" reply="3" id="3380310"] FWIW, you can rename almost anything in the game, whether it belongs to you or no. [/quote] I had no idea. That's pretty funny. I remember in Alpha Centauri (where the names were all preset, and the theme was pretty strong) the AI would rename conquered cities after it held them for several turns. An announcement popped up and it really made me angry (in a good way). Whereas in Civ I would always view cities as game pieces,

13 Replies 23,355 Views

[quote who="Mart1Ray" reply="6" id="3372875"] the lightbringer champ ? [/quote] Forget the name, something like Pelennor (most of the names in this game I relate to JRRT's names, somehow). Just got him through a regular fame deal. Pretty cool--I liked the graphics (i.e. not a body) and the sword he came with was pretty cool. Rather underpowered for where I was in the game, but them's the breaks. (Maybe I should say that more generally, by the time I get to the later

14 Replies 23,684 Views

[quote who="jimclin" reply="37" id="3372888"] May I quote "I can't think of any reason why this shouldn't be the case." Others have. [/quote] Right, this change would certainly change the tactics of moving armies around. While, e.g., "sometimes I don't want to clear lairs" (etc) is a perfectly fine reason, I would say, "in that case don't attack the guardian". This is clearly a change of tactics (forced upon you by a rule change)

38 Replies 48,891 Views

[quote who="atlatea" reply="32" id="3372399"] Well, my reason is because to win the game, mostly you don't clear most or all lairs, you clear enemy armies[/quote] Right but I have way more attacks on monsters-on-lairs than I do on enemy armies, even though they don't matter so much for winning the game. [quote who="atlatea" reply="32" id="3372399"] especially if they are clever and stick in rugged terrain without road like forest, it would impact my mobilit

38 Replies 48,891 Views

Holy jeezy creezy. I had no idea so many people felt this way--I thought it was obvious. I guess I just have a different intuition as to what's going on, as well as a different idea of game flow. I still think I'm right but I realize they'll not change it and it is my fate to be forever frustrated when clearing lairs. ;-) (Also, jimclin, really? I guarantee I've thought of those and more. Did you read my back and forth with parrotmath on the previous page? Take your sm

38 Replies 48,891 Views

I like it! ;-) TBH I've only played one game of LH (but many FE) and I didn't have too much trouble with too many heroes. I tended to go for two to a stack and by the end of the game I had three or four stacks running around so that covered it. Maybe the optimal play is one two a stack in which case I will certainly use one as the mule. (And that would have the second use of easing transport of items between main heroes.)

38 Replies 48,891 Views

[quote who="Voqar" reply="18" id="3371045"]Shouldn't happen since you know how the game works and it wouldn't be wise to clear mobs off of something with a rival nearby.[/quote] Right but then you have to waste turns waiting for enemies to leave. I find that *very* frustrating. (Not to mention that if you each had two-move armies (i.e. the most common) you could get into a stalemate waiting for the other to be the first to attack a lair on a two-move square. (If the AI were th

38 Replies 48,891 Views

I see I missed your post when I made mine; I apologize. I don't think the downsides are that bad. I don't know if you've played Civ5 but they deal with this in (IMHO) the perfect way. And generally there are many more units in Civ5, because you don't group them into armies. The amount of time I've spent making sure that I don't waste movement dwarfs the amount of time I would spend hitting pass (i.e. spacebar) when units complete their move and I don't want to move

6 Replies 10,332 Views

[quote who="coyote303" reply="14" id="3370416"] I know you strongly feel you should take the square. I don't; I strongly prefer it the way it is. However, I don't claim that I'm "right" because I know it's just my preference. [/quote] Sorry, I was attempting to make a joke. Will use a smiley next time. :)

38 Replies 48,891 Views

Haha sorry Parrotmath didn't mean to bait your new mod out into the open. Honestly I would say that that's a slightly different type of game though. As I understand the abstraction in the current game, the bear you see on the map is guarding some loot. You fight the bear, you take the loot. The abstraction that you're working on is that the lair is its own mini-dungeon and there happen to be some bears outside the mini-dungeon but on the same tile. Perfectly valid of course but di

38 Replies 48,891 Views

[quote who="Azunai_" reply="15" id="3370322"] also, i think you misunderstand the purpose of the defender. his main job is not buffing others. his main job is to soak damage himself. [/quote] Yeah, I get this, but without any sort of aggro mechanic (and generally I find aggro mechanics debatable at best) there's no reason to attack a defender. Sure there are a couple situations where he can block off access to archers/mages, but if you rely on melee damage at all (

17 Replies 22,511 Views

Well I guess we'll have to agree to disagree (but I still know I'm right). Obviously we don't want bugs but I think the fix should have been to fix the bugs, not to not move into the tile. I mean I understand that coding is complicated and it's a big program and all, but there's a reason that we have all kinds of fancy coding doohickies: after you call the attack function, you call the move function. Obviously there's testing and edge cases and whatnot, but that's

38 Replies 48,891 Views

I think the issue with that is that armies lose cohesion when you move into a city. It's a UI issue, in my mind, and shouldn't be solved with a gameplay fix. (Plus it would be too complicated. A pop-up after each battle for you do decide? Ctrl-click to move after victory, regular click to not? Doesn't sound pretty to me.) In case you haven't noticed, I know I'm right about this. There are no valid arguments to the contrary. I will return to this thread to swat down

38 Replies 48,891 Views

Losing all movement would be fine if you moved into the damn square after you won the battle. Maybe I just get irrationally angry at how slow it is to clear lairs out of forest/swamp/hills/etc but I really don't think it adds any fun to the game to have to fight one turn and then move the next.

38 Replies 48,891 Views

Well I think once you've defined what animals are what they help, as shorthand. [quote who="parrottmath" reply="11" id="3370090"] One issue to be aware, is that the enemy could potentially kill a unit then move to this newly defended spot from your units if you turtle didn't move yet. That would be a problem. [/quote] True, but as long as we're changing things in imaginary land we might as well make that bonus only apply to friendly units. [quote

17 Replies 22,511 Views

The number of times I have wanted to remain in my original position is probably 10% the number of times I've wanted to move forward. The majority of attacks I make in any given game is clearing monsters, in which case I almost always want to move forward. Later in the game when fighting other factions there may be times where I'd prefer to stay put but most of the time it doesn't matter. If you really want to stay put it's easy enough to make sure you have an extra mov

38 Replies 48,891 Views

I think I'm starting to come around on this ability. I still think it should last until the defender's next turn, but agree that units shouldn't retain the bonus if they move. Maybe have the defender fortify the tiles, instead of the units? But I'll agree that it would have been more useful if I'd had a different style army. I had some rabbits and some turtles, and the rabbits moved frequently enough that the ability was quite impractical. And the enemy (rightfully

17 Replies 22,511 Views

[quote who="Publius of NV" reply="3" id="3369747"] Quoting BrianLightfoot, reply 2but it's much better than WoM. True, but I find it odd that I've never seen it in any other software, game or otherwise.[/quote] Agreed. I have no idea how this has gotten better but not gotten fixed. I also have no idea how this is even a problem in the first place. I've done a bit of coding in my time (not too much low-level windows stuff though) and I can't imagi

6 Replies 5,527 Views

[quote who="Lexchess" reply="1" id="3369796"] They improved upon this since Beta, but I like your suggestion. There must be some instance where this is a problem that they aren't telling us about.[/quote] I'm not sure what you mean by "they improved upon it". In WoM you wouldn't move after winning a battle, in FE you wouldn't either, and you still won't in LH. I must agree that there is some undisclosed problem with it because it seems like a straightforward

38 Replies 48,891 Views

Those are all fair points. From my limited experience, though, it was basically pointless. Let me explain: I got Mausolus (or however you spell it) pretty early on and he came with it. Just about every battle I had with his army I'd try to use the ability. It would go: Mousolus is up; look at initiative list; nope, my spearmen/assassin/everyone else attack before the enemy; do something else. I think I successfully used it once throughout the entire game. I'll fully grant that

17 Replies 22,511 Views

I have to agree with EstyleS. [quote who="Glowing_Ember" reply="2" id="3369793"] 1) where do you draw the line as a designer between players complaining that "this power doesn't work the way I think it should" and clear decision that the designer is going to stick with what they decided? What do you do when you sincerely believe that the design decision is a correct one, and that people who play the designed game are not used to puzzle solving games/ rogue like games where yo

17 Replies 22,511 Views