[quote who="GFireflyE" reply="8" id="3338331"] I am against the idea of manual road placement on a 1-tile per build basis. While this approach gives more control to the player in how the movement within his empire takes place, we must remember that whatever the player can do, the AI must be able to do aswell.[/quote]Good point. It would likely put AI further at disadvantage. AI is currently the most limiting facet of LH. [quote]Please re
Nick-Danger
Let's talk roads... Frankly, their implementation is unsatisfying, and is 'illogical'. They 'magically' appear when a tech is researched, and their route is often random and unhelpful. Fix: first, when the road tech is researched roads don't magically appear. Instead, the 'engineer' skill is made available (alternative -- engineer unit is available). The road building mechanic is/was already in game, so this doesn't need to
[quote who="AlienFromBeyond" reply="2" id="3337558"] This will happen to you (the player that is) as well if you tell a hero to move to somewhere past the goodie hut and they just happen to end a turn on one. Seems like you only collect them if it's the end of your movement order, whether from a single turn move or a multi-turn trek. [/quote]I did not know this, so thanks! I always bee-line towards goodie huts whenever possible lol Knowing the cause sh
Here's AI Sov Magnar (with 2 of his units) sitting on a Lost Library: <img src="data:image/jpeg;base64,/9j/4AAQSkZJRgABAQEAYABgAAD/4RDoRXhpZgAATU0AKgAAAAgABAE7AAIAAAAKAAAISodpAAQAAAABAAAIVJydAAEAAAAUAAAQzOocAAcAAAgMAAAAPgAAAAAc6gAAAAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
I had a positive gold amount, then got hit with Plague, and chose the 'spend gold to cure without losing pop' option, ending up with -67 gold. I then sold a few items, ~60 gold worth, then saw my debt was now -127 gold. Apparently the profit from selling was added to debt instead of subtracted. It was handled as if I had a positive gold amount and the sale profit added to it. I reloaded but the plague event didn't recur, so no screenshots or replication o
I like outposts and the choices they enable. Outposts aren't 'broken' (other than if players use them and AI doesn't...) so no reason to remove them (if that's what you're thinking) or to 'simplify' them (by reducing their features significantly). Tweaking things a bit -- ok -- but removing/simplifying not. Outpost features seem well-thought out. If anything, some of the added feature suggestions in this thread would be nice (to address how
I'd also like to say Thanks! to the Dr. for this and all his other helpful threads. I've learned a lot from them. And, I also purchased 3 licenses for this, after using the free version for a few years. MB should give you a cut from all these sales Doc!
[quote]NorsemanViking said: ...But I can't see it [pioneer-gold instead of pioneer-pop] on the patch list. Am I blind, or just not seeing it because I don't wan't to see it?[/quote]It appears to have been removed from the OP, as I no longer see it. Thank you for listening Mr. Kael et al!
turn: <img src="data:image/jpeg;base64,/9j/4AAQSkZJRgABAQEAYABgAAD/4RDoRXhpZgAATU0AKgAAAAgABAE7AAIAAAAKAAAISodpAAQAAAABAAAIVJydAAEAAAAUAAAQzOocAAcAAAgMAAAAPgAAAAAc6gAAAAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
<img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAG4AAAGTCAIAAABGQrDfAAAgAElEQVR4nOy9d5grZ334q5VGfco7fdR3pZVW2r5aHW1fTVUvW0/xsc+xfY6NjSsYsElMcbfBBVzAjWZjG9sYDITYhOZuwDY2BJPQAsEEAtz8fskl+SW5z83z3D9GZSSNdqU9e46Pc7PP99lHK81Ims9+2/t9v+87hslYXBIFJS0pSjaTya+urd95911v/OPv/s//81//+h//+ad///d/+8///NN//sdzLzx74TvOy+ezuWw2m8nlssVsppDLFbLZfDafyxWy+UK+kC+2SqFUKJSKxXKxWC6VqqL+VCoV7YOV2s/q6urq6urayf2j+w0NqAMd7A/2+33FUuWeT97/93/455/95vcvvPajz33567d+/JO33nXPJ+578HOf//Irr/3wV7/+9QsvvHDk6JHRsZGBYCgcGRkcH
<img src="data:image/jpeg;base64,/9j/4AAQSkZJRgABAQEAYABgAAD/4RDoRXhpZgAATU0AKgAAAAgABAE7AAIAAAAKAAAISodpAAQAAAABAAAIVJydAAEAAAAUAAAQzOocAAcAAAgMAAAAPgAAAAAc6gAAAAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
double post, please to delets
<img src="data:image/jpeg;base64,/9j/4AAQSkZJRgABAQEAYABgAAD/4RDoRXhpZgAATU0AKgAAAAgABAE7AAIAAAAKAAAISodpAAQAAAABAAAIVJydAAEAAAAUAAAQzOocAAcAAAgMAAAAPgAAAAAc6gAAAAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Strongly agree that changing pioneers to cost gold instead of pop is a huge step backwards. I really like the strategic choice we have with pioneers costing pop. Plus it finally makes food production worthwhile, which has been sadly lacking before pioneers cost pop. If pioneer-pop is hurting AI by their producing outposts, the fix is to, as firefly and others propose, make outpost creation separate such as by using scouts. Having pioneers make either outposts or ci
Strategic Problem1: AI city not constructing <img src="data:image/jpeg;base64,/9j/4AAQSkZJRgABAQEAYABgAAD/4RDoRXhpZgAATU0AKgAAAAgABAE7AAIAAAAKAAAISodpAAQAAAABAAAIVJydAAEAAAAUAAAQzOocAAcAAAgMAAAAPgAAAAAc6gAAAAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Tactical battles Problem3: I had 3 units -- 1 melee unit, 1 ranged unit, and 1 champ. Spiders webbed the melee who had no enemies adjacent, so my melee unit was 'out of the battle' while web persisted and could have easily been bypassed. Instead, enemy spider1 bypasses my champ (that's already been attacked by enemy spider2) and moves up to and attacks my webbed melee unit. My webbed unit should have been ignored and enemy spider1 instead should have gang
Tactical battles problem1: I'm fighting 3 spider-things. Spider 1 successfully webs one of my units. Spider 2 attempts to web the same, already webbed unit. Spider 3 does the same. Solution: check if target is already affected by the upcoming action. (yes, I understand not wanting to slow down things by adding checks, but this is a pretty big deal -- seeing spider after spider try to web an already webbed unit looks bad) problem2: spid
D/Ling LH now from Steam. As a pre-orderer for WoM who is getting LH for 'free', my thanks for this! It's nice to see a company stand behind its products. Your actions here are not going unnoticed and are appreciated.
[quote who="Jafo" reply="98" id="3332254"] Quoting Nick-Danger, reply 96If you wish to argue semantics regarding 'forum', be my guest, but I do not. .....and yet you did...[/quote]lol! My response is to argue that I argued rhetoric, not semantics -- specifically, that myfist0's argument against my initial argument is fallacious, and it is fallacious because it's 'apples/oranges' based upon his using a different meaning for 'forum'
[quote who="myfist0" reply="89" id="3331978"] Quoting Nick-Danger, reply 85First, this is not a public forum, it's a private forum. The word 'forum' by its very nature is public...[/quote]This is the fallacious argument 'Apples and Oranges' (my term). Remember the topic is about internet trolls. It's clear I'm using 'forum' in the sense of an internet forum hosted by a private company ('Apple'), which is a valid us
Four pages for something so simple... First, this is not a public forum, it's a private forum. The forum owners can proscribe whatever behaviors they choose, except where, as Jafo mentioned, this forum may be required for customers to exercise their rights. The above aside, there are 2 competing factors. One is that we are responsible for our behavior. Many talk about 'freedom' but they leave out the other half -- responsibility. Together,
Apparently everything in the game is RNG. Matters little what we do, diplomacy-wise or otherwise, it's a crapshoot. If an AI declares, reload and more times than not they won't re-dec (or the reverse). This is a very strange design decision for a 'strategy' game. My guess is that RNG is easy to program, and 'intelligent' choices (such as 'if player does X then AI does Y' is time-comsuming. Or maybe it's because 'strateg
The original game (WoM) initially had a great mechanism for countering city spam -- essence. We started with a limited amount, there were limited amounts to be gained, and it cost essence to found cities (well, cities outside of existing 'reclaimed' land). It also cost essence to add spellcasting to champs (many/most champs didn't start with spellcasting). Unspent essence helped power spells and had other uses (as I recall, it's been awhile). It gav
Another reason to never use auto-resolve is the sometimes profligate and unnecessary use of mana. I auto-resolved a battle where my troops greatly out-classed the AI, where it was just a matter of my strong troops meleeing a few weak skeletons, and the battle used ~250 of my ~500 mana (when I was gaining ~15/turn, so ~250 was a considerable amount). How/why spells were cast by my troops I have no idea, there was no reason for that.
Pop has relatively little value currently (am I correct in understanding that pop does not affect tax revenue?). Sure, it's good to reach city level 2 to select which type of city it will be, but beyond that city leveling is a relatively low priority. Gold has relatively great value (rush production, outfit champs and sov, etc.). Therefore adding value to pop instead of adding even more value to gold seems a good game design decision. So, add my vote to the '