When you hover over an enemy in tactical combat, the unit window on the lower right of the screen needs to show the enemy units move stat.
Grogtank
Add an equip button in the trade and shop screens for going to the full equip window.
At first I thought the Crown was a big deal. Now I realize having the mana isn't a big deal mid to late game. I never spend the points for it with any of my custom heroes anymore.
[quote who="DevildogFF" reply="10" id="3341527"] I love the Fame mechanic and haven't noticed anything out of sorts, to be honest. I think it's very well implemented...[/quote] So you don't feel having 2 or more largely unused heroes is a problem? Fame on it's own is fine, it's how heroes are gifted to the player and available xp for leveling up that is a problem.
Scrap the entire system. Make fame influence number and quality of heroes available to your empire. It's up to you to decide if you want a hero now or hold out for the next tier (fame threshold) and maybe get a better one. You then purchase a hero with fame when you want one.
[quote]Need an intuitive way to stop city-spam. I'd be happy with a city limit you build (not conquer) based on research.[/quote] I initially felt this way to then I realized once you reach a certain point, building more cities is counter productive. Secure land gains if necessary with outposts instead of more cities. [quote]Armour upgrades for units are way too expensive for what you get. Suggest nerfing the gildar costs of armour upgrades or allow the play
[quote who="Darxim" reply="2" id="3340842"] 1. Disagree. I don't really have anything to say beyond my disagreement other than it doesn't make sense. I guess my disagreement isn't very strong.[/quote] Getting new gear is fun. Getting new gear but not being able to use it because the hero that needs it is halfway across a large map, not so fun. Armies might not be the most mobile of units but couriers that run items back and fourth between armies are very
I would rather just buy a hero when I want one. As fame grows, the hero pool could grow with more choices. When I decide I want a hero I spend fame to get one. What would you think of that system?
I just finished a small map game with Dense\Insane monsters and enjoyed it. I set the AI to expert and I wasn't boxed in that badly with mosters so my start was reasonably good. At the end I had one L14 hero and one L11 hero. The AI didn't put up much of a fight at all. I'm unsure if this was because of the monster settings. I had to restart one game when I also set the AI to insane. My starting location was boxed in with monsters and far away from a city location. By the
First let me say I held off on buying this game but always followed it's progression. Finally took the plunge with Legendary Heroes and I am impressed. The initiative system is superb. The city building system (snaking) is also superb. I've been playing with dense insane monsters and expert AI, I think I'm about ready for ridiculous AI. I'm having a blast but I want more! Here are several suggestions in no particular order. 1. Please allow trading between heroes anywhe
This is clearly a problem. Those thinking it's not haven't thought it through. Your party comes up to a camp, decides to attack, runs inside and attacks, then after winning the battle they.... Decide to walk outside the camp and wait for next SEASON to loot ? It shouldn't work like that at all. Please fix this Sta
I would welcome this behavior for all AI's. Once you have some nice troops everything is far too easy and not very tactical. edit: By AI's I mean the creeps.
I'm going to the mygames\legendaryheroes\races folder and deleting them but when I start the game they reappear in the factions list. What's going on? How can I delete these? Does this have something to do with steam? Thanks.
I actually like the concept of outposts. They are border outposts used as a means to expand your influence. Most of the upgrades make perfect sense. Better sight ranges makes sense (higher towers). Slowing enemy armies makes sense (assume guard patrols). Speeding up your own armies makes sense (assume transportation of army supply). etc.. I have had many situations where the enemy could quickly raid my territory and destroy valuable shards with a single unit in a single turn. Other si
[quote quoting="post"]5. Finally, will you please for the love of god add some way to select units while they are in a city. I finally learned of the "v" key, which will put them all outside. But sometimes you want to just send some, not all, and having to use Ctrl-click to select each unit is a real pain the butt. I recently started playing Master of Magic again, courtesy of GOG.com, and that game, old as it is, had a very easy way to do this: click on the city, a
We should be able to manually upgrade trained units in the same way we upgrade champions. Weapons, armor AND equipment. This way there is no confusion when it comes to manually upgrading. The UI is already in place.
[quote who="Azunai_" reply="7" id="3338285"] i think the weird upgrade paths are going to be adressed in the next patch. 0.52 change log contains this item: "New system for weapon upgrades where we can define types (some axemen always upgrade to axes, swordsmen to swords, etc)"[/quote] I hope this means weapon AND armor upgrades since the same thing happens with armor. They must be aware of this. I hope they are!
I just started playing yesterday and noticed this behavior right away. It's a two part problem because it can happen both with manual upgrades and automatic unit design upgrades. Before having a chance to build a unit of my freshly designed leather spearmen the design had upgraded itself to a robe which uses crystal. I was shocked when the first unit popped out wearing a robe. Not what I wanted! I have resorted to not designing units with anything auto-upgradable. A fix for manual
[quote] Research is not really like that. You give a path to your researchers : Civilization, Magic, Warfare, Exploration and Diplomacy. When you have enough points, you make a breakthrough and you choose betwween several techs. Some techs are harder to get, and you'll need several breakthrough before they appear on your list. You can't research in several areas at once. You can't earn several techs at once. [/quote] Research should not be secondary or dista
I didn't read the whole thread so forgive me if this was already mentioned. What if the order of succession was different (or varied) for each faction. You could have the factions which support all offspring as potential sovereigns or the factions which only support male/female heirs. It could be a Strategic factional choice with some yet undetermined consequences/benefits. A faction could abandon various sons and daughters because they are too skinny, weak, fat, ugly, unpure,
Tweet us the color of your sox! This could inspire a wave of board slave creativity!
Wintersong, this is a message board, you can agree and disagree with anything you wish. This is why we are here. I probably tried to make too many points in the post above. I generally feel that these sorts of thread titles are unproductive without any general gameplay context. This is why I asked about about the emphasis of this game within the five gameplay types. I look at it this way. If we build two games. One with excellent strategic play and tactical combat. Another w
What is the focus of the game? How much emphasis on each element of gameplay is Stardock aiming for? We have five general categories of gameplay. Strategic (map), Tactical (combat), Empire building (cities), Role Playing (character development), and Adventure (quests/discovery). In my interpretation of "Elemental War of Magic", wizards/mages (and champions/armies) duel constantly over both strategic maps and tactical battle maps. This is the core of the game. Empi
[quote]Also thanks to beta feedback, we came up with a different technology system that is, ironically, quite similar to what was in Master of Orion 1. This is an area that is proving a wealth of future fun for us as we prepare to create different technology pools for the different factions.[/quote] Ok you have me. The quote above is enough for me to pre-order. MOO1 was truly a wonderful game. You could adjust points spent in research on one or more items. I think a total of 6
This seems too formulaic to me. I don't want to deliver a potion to a princess. I don't want to kill rats. I don't want to deliver a special widget to special npc "A". I recall playing Age of Wonders and really enjoying exploring a crypt or dungeon for xp and loot. Nobody told me to. I also recall enjoying building up my experienced army in Panzer General 2 through nothing more than combat, Adolf didn't bark in my ear about traveling 3 tanks across such and such river. The key here is