Nick-Danger

Nick-Danger

Joined Member # 3839216
81 Posts 815 Replies 842 Reputation

[quote quoting="post"]...But the reality is, the single biggest thing holding LH back is the brand confusion...[/quote]If your concern about embracing the 'Elemental' name is the 'baggage' from Elemental's release, I think you have 2 options: 1- run away from the 'Elemental' name (the marketeers would say 'rebrand' or some similar spin, but I'm not a marketeer so am speaking plainly). 1- embrace the 'Elemental' name. I&#3

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Reply to LH AI in Legendary Heroes

[quote who="athelasloraiel" reply="4" id="3402125"]I would dearly like to share some of the maps I played with friends...[/quote]This! I'm not interested in DLC that adds items/units so much as I would be in one that adds this. Something like Civ4 where one can take a new game and edit that map then save it then play or share it. It would also better enable the ability to run Games of the Month a la Civ4. That adds a lot to the community and longevity of a game

75 Replies 216,194 Views
Reply to LH AI in Legendary Heroes

[quote who="webusver" reply="5" id="3402146"]...I didn't hear any complains on Insane AI, did you?[/quote]First, I'm not complaining (just want that to be understood, and I'm not saying you are claiming I am complaining -- I just want to make it clear that I'm politely offering feedback). Second, I play Insane, this thread is about an Insane game. I've been playing Insane for quite a while. While the 1.3 AI is much improved, I still see AI being good at

75 Replies 216,194 Views
Reply to LH AI in Legendary Heroes

Ok, I reinstalled dropbox, figured that's the easiest way... Save game is named "1v1 NoXpSplit 16.EleSav" https://dl.dropboxusercontent.com/u/5475789/1v1%20NoXpSplit%2016.EleSav Champion Buddy unit (based off of Odinlowbane's 'Duke the Wolflord') https://dl.dropboxusercontent.com/u/5475789

75 Replies 216,194 Views

I really like the Elemental series. Pre-ordered way back when... Got 292:56 hours into LH. The skill and dedication of the Stardock crew is very evident in the game. This is one of the better games I've played. And I especially appreciate and respect the continuing upgrades/improvement to the game. Many companies would have long ago moved on, and Stardock has abided by their promise to keep improving the game. That means a lot! The AI stil

75 Replies 216,194 Views

Two different battles: <img src="data:image/jpeg;base64,/9j/4AAQSkZJRgABAQEAYABgAAD/4RDoRXhpZgAATU0AKgAAAAgABAE7AAIAAAAKAAAISodpAAQAAAABAAAIVJydAAEAAAAUAAAQzOocAAcAAAgMAAAAPgAAAAAc6gAAAAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

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[quote who="GFireflyE" reply="77" id="3380190"] Quoting Maaarrr rrrkkk, reply 76 I can start by casting freeze, wither, pillar of flame, tidal wave, to weaken the stacks a bit. It sounds like this is the problem....not the battle itself. Not sure if putting cooldowns on some of these types of strategic spells would help mitigate spell spamming....there should be nothing wrong with casting a strategic spell and thereby you shouldn't be pen

101 Replies 554,187 Views

[quote who="Heavenfall" reply="4" id="3367117"] I use this XML when I am testing heroes, It allows me to summon a hero right from the start using the DEBUG spell. [/quote]Wow, Thank You! Frog, if you or anyone from SD is reading this -- Hire This Person! Please!

19 Replies 12,511 Views

[quote who="Odinlowbane" reply="3" id="3367091"] woah, is that your dog? Good looking dog![/quote]Yep, that's the current dog Kia -- mostly siberian but with a little german shepherd I think. The pic is 'compressed' a bit to fit, she's 'leaner' than it appears. A better pic -- her 'impatient' look: <img src="data:image/jpeg;base64,/9j/4AAQSkZJRgABAQEAYABgAAD/4RDoRXhpZgAATU0AKgAAAAgABAE7AAIAAAAKAAAISodpAAQAAAABAAAIVJydAAEAAAAUAAAQzOoc

19 Replies 12,511 Views

I'm trying to use modified versions of Odinlowbane's Duke the Wolf Lord for starting units for my custom Sov. I've been able to get 3 of them (Buddy, Blue, and Kia, named after my past/current dogs) to spawn as starting units. So far so good. Problem is: -they are shown as Human race, not beasts. -they aren't champions, they're regular units. I modified my custom sov's .xml to add them in: <pre class="we

19 Replies 12,511 Views

[quote who="joeball123" reply="10" id="3366602"] Quoting Nick-Danger, reply 9{* -- some units were 34x6 at start of tac battle but after an attack changed to 32x6 -- not sure why attack decreased from 34 to 32} There is a trait, Charge, which grants additional attack and movement at the beginning of the battle. If your units have it, that could explain it.[/quote]I don't use Charge, so that's not it. [quote]Quoting Nick-Danger, reply 932x6 vs 0:

16 Replies 85,716 Views

[quote who="joeball123" reply="8" id="3366436"]I think there's a structure you can build in a Fortress that grants +2 attack to units trained there. As for why the second has a higher attack, did you at some point defeat a wildland boss whose reward included an attack modifier bonus for units trained in the city you place the trophy in?[/quote]You're correct, I have a weaponsmith in my fortress, giving +2 to attack. For the +5 in my later The Wall units, no idea. No wildla

16 Replies 85,716 Views

First, thanks to all repliers who've explained this stuff :) [quote who="Burress" reply="5" id="3366228"]...edit: Now I am confused. Maybe Nick-Danger researched the +weapon damage technology many, many times. I have never had a game go on that long, so I don't know what I am seeing. How does one get 190 attack on a unit?[/quote]It's quite late here and I've had a few beers, so my apologies if I'm misunderstanding... I haven't researched the +weap

16 Replies 85,716 Views

[quote who="Burress" reply="8" id="3365816"] Nick-Danger, how in the world does the AI get an army with 1000+ defense? I don't remember the damage formula exactly, but it doesn't seem like they could be damaged by any weapons.[/quote]I started a new thread to discuss this, as it's getting off-topic from Chaosti's excellent thread.

26 Replies 37,065 Views

I moved this over from Chaosti's Insane/Insane thread because it's too off-topic. Burress asked a good question, and I've done some delving, and the results are interesting/baffling... [quote who="Burress" reply="8" id="3365816"] Nick-Danger, how in the world does the AI get an army with 1000+ defense? I don't remember the damage formula exactly, but it doesn't seem like they could be damaged by any weapons.[/quote]Short answer -- no idea. Longe

16 Replies 85,716 Views

[quote who="dacty4491" reply="6" id="3365489"] It was Umber who cast it, and I was playing on Hard. Though it's not a game killer, it was definitely annoying. He kept casting it again and again until he apparently ran out of manna. He didn't take advantage of my dispersed units though...[/quote]I wonder if the mana cost increase for tornado will end up hurting the AI more than us players, by causing the AI to drain all their mana without their taking advantage of players armies

8 Replies 10,408 Views

You haven't met any AI yet from what I can see, correct? It will be interesting so see how well you do vs. AI armies of 9 units (which you should see about the time your armies are 6 units, judging by my insane/insane games -- then again, you're expanding faster than I do so you may catch the AI with smaller armies) with (Kraxis) units like: <img src="data:image/jpeg;base64,/9j/4AAQSkZJRgABAQEAYABgAAD/4RDoRXhpZgAATU0AKgAAAAgABAE7AAIAAAAKAAAISodpAAQAAAABAAAIVJydAAEAAAAU

26 Replies 37,065 Views

[quote who="XWerewolfX" reply="13" id="3365352"] What I don't understand is why a developer can't just....tell us what they're working on. Is there some sort of strategy that I'm not aware of? Will you be announcing something soon, Frog? [/quote]Because no matter how much they tell us, people still ask for more. If they tell us more, people then ask for even more. And if they were to tell us absolutely everything, that

136 Replies 730,067 Views

To better explain (and so I can 'consolidate' my thinking on this), here's examples from my current insane/insane game, just before I started my second city. Note, this isn't a 'bad start' as you're asking about, it's just an example of putting off a second city and building up the capital, to be able to defend against insane/insane. The strategy here may be useful in some 'bad start' games where you have a decent starting location but are 'bo

10 Replies 13,031 Views

[quote who="merlinme" reply="8" id="3365151"] Interesting couple of posts. I'm not convinced of the viability of a one city strategy on higher levels, but respect to Nick-Danger if you've made it work. I don't see how you can get sufficient research and gold from one fortress to get a decent army, but maybe if you have access to resources which compensate....[/quote]My apologies, it appears I was unclear. The '1 city' is just for the st

10 Replies 13,031 Views

That's interesting -- you had an AI cast tornado on you?!?! Cool! I couldn't cast tornado (message said no offensive spells could be cast on the target army) on an AI army that contained an ophidian. My best guess is that the ophidian was why. I also couldn't cast starfall on a different army (that had no ophidian) if starfall's AoE included the ophidian-containing army. Strange that your ophidian army could have offensive spells cast upon it...

8 Replies 10,408 Views

Having only 1 city at higher difficulty levels isn't bad, I do that intentionally at Insane difficulty. Defending a city at that difficulty level, even against just mobs, requires a decent army. Getting one decent army takes time, and expecting it to also defend a second/third city is extremely risky (unless your second/third cities were close enough for 1 army to defend both/all -- but that means you have a great start, and the topic of this thread is bad starts, so never min

10 Replies 13,031 Views

[quote who="Burress" reply="3" id="3364601"] Wow, I can see why you have to rely exclusively on units on insane. I was not expecting them to be so useless, but since you are always behind the tech curve on that difficulty...[/quote]I agree with what you said, but want to add that if one survives to 'end game' then we can reach tech parity, and the AI advantage is higher multipliers (so stronger units built quicker). I managed to do that in my current game, so my regular un

12 Replies 51,304 Views