[quote who="Sinkillr" reply="2088" id="3442375"] Why do armchair scientists think they know better than the real ones? You do know that 97% of all scientific studies support global warming, right?[/quote] What they're not nearly so unanimous on is the cause. Take CO2, as the biggest hot button issue. Study after study has shown a correlation between atmospheric CO2 and the warming trend. However, the geologic and fossil records show similar c
clearbeard
In no particular order, some of my favorite, FUN features are: -Exploration, particularly of a dangerous, populated world -Quests, particularly the epic level ones like the Dragon statues and Wildlands. -Building up my heroes to godlike proportions with XP and gear -Establishing my civilization as the dominant economic powerhouse in the world (shared with every 4x game I've ever played) -Tactical combat -Turn based mechanics, both strategic
[quote who="Fezziwig" reply="21" id="3429422"] 6. Crashing of the game in mid-late game. The game has a tendency to crash in late game when there are lots of units/cities/etc. 7. Roads should be implemented slightly differently. As in Civilization, enemy armies should not be able to use roads within your area of control freely-they should be treated as using the terrain as is. Also, after you capture an outpost/city, a road should immediate
When could it? Was this a bug I was unaware of? Sov's Call adds growth, which has always gone to zero when you're at or over your food limit regardless of how many boosts you have to it. And you can still overgrow with queued pioneers, so what's the change?
I always assumed it was intended: the darkling "city" in the middle of a wildland would always be just a village but with its large yield bonuses would be quite a good city nonetheless. It might end up being rather overpowered if it COULD specialize with the 4-5 essence and high other yields it comes with. If it's messing up the relative power graph and how the AI treats its owner though, that's definitely something that needs correction.
[quote who="taylorar" reply="14" id="3424078"] It's a problem for me too. At this point, I'm convinced the beastmaster trait has been ruined, which is a shame. That was my favorite starting trait. Stardock, any word on a fix?[/quote] I wouldn't say it's ruined, though it certainly needs some kind of fix. You just have to be a little careful, keep your cave bear hordes in field armies, and use different
Is there conquest unrest in the city that has no militia defenders? As far as I can tell for the first 50 turns you're occupying a city, it doesn't spawn automatic defenders, i.e. until you've fully pacified the rebels. And yeah, the AI has real troubles with the current city unrest system. This is particularly true on very large maps, which your game clearly is, as the Capitar have 32 cities! They more or less just cheat their way around i
[quote who="webusver" reply="6" id="3421363"] quoting post Please correct me if I am mistaken but the current implementation of bows and xbows in game feels very weak. Trainable units with bows and champions using bows alike just seem very lackluster. Any defense at all on an enemy and they do such poor damage. Is there a currently in game method that I am unaware of that makes these decent? Are there mods out there that correct this already implemented? I c
[quote who="Primal_Savage" reply="9" id="3422679"] The "clouded over" monsters seems to be the monsters attached to a lair... The non-clouded = roaming monsters.[/quote] Ahh, kwm1800's comment above makes more sense now, thanks. There seem to be a lot of clouded monsters in wandering stacks, but they do all seem to have at least one non-clouded monster freeing them to roam.
In my current game, the AI sovereigns seem to be buying an inordinate number of leather greaves. Twice now I have demanded and received their surrender, and the more recent victim, Ceresa, had 66 sets of leather greaves in her inventory when I gained control of her. She also has two horses, but that at least could be from
[quote who="Crastiloowa" reply="47" id="3422206"] Quoting Marty Ward, reply 43I'm new to the game. What is a henchman and how do you get them? ... There is a somewhat similar "Sion" unit type that all Empires (not Kingdoms) can build - they are similar in many respects to henchmen, but they do not have an inventory, so they're stuck with the equipment they start with, and they do not have access to any magic paths ("adept" or otherwise.) They
From playing further, there definitely is some new tag that most but not all of the monsters' units get, causing them to be clouded over. If you click around on various armies you'll see a few units that display normal icons, but most are cloudy. That tag status is kept any time a unit is captured by any means, be it a beastmaster's taming spell, normal taming collars, the amethyst collar, etc. The only place I've been consistently able to capture "clean" uni
This is my first game with a beastmaster sovereign, so I'm not sure whether it's new to 1.5 or just new to me. Most of the critters I've captured with the tame spell are showing up clouded in the army list. If any of these units enter a city garrison, they instantly vanish without any warning, notice, or anything. I presume this is intended to fix the exploit of gathering huge numbers of no maintenance powerful beasts to guard your cities, which is a fine idea.&n
As long as LH is exclusively a single player game, I wouldn't mind going to a sequential turns mechanic. So many bugs, such as this one and the "why doesn't the AI ever get attacked" one, seem to spring from having everyone's turn, including the map monsters, move simultaneously. At least an experiment to determine how much it would affect the end of turn wait time would be nice.
I did not know the game saved your custom designs for each faction! How many does it save? And if I "retire" one to tidy up the recruit list, does it delete, or go into an inactive list for the next game? Though without the "build squad of 3, upgrade to 6" exploit some of my late game units will be awfully hard for the AI to afford.
I'm just starting my first 1.5b game now, but as of my last game in 1.4, heroes are far from worthless. As others have mentioned, it's always a good idea to have a champion in each of your main armies, even if they're not doing much other than sitting there. Getting a few armchair mages for key enchantments (water 3, for instance) if your sovereign doesn't have those schools is key. I haven't been overly impressed with assassins or defenders, but straight
Despite the handful of bugs, mostly caused by the updates to the game and including some pretty big ones (like the final map's city having zero yields), I heartily agree. Especially as none of them prevent completing the scenario after all.
I saw this too, but being new to the game I assumed it was intended, representing the devastation of the world in that scenario. As an easy workaround, all you have to do is bring enough gold to rush buy a ZOC upgrade and the nearby gold mines to stabilize your economy. You really don't need a city at that point, as your forces should be more than adequate.
Well, the obvious downside is if there are two options as to how to play, they have to program two different AI variants to optimize strategies. I'd prefer they continue to work on improving how the AI plays the game as it is, rather than adding extra unnecessary layers of complexity.
Keep in mind that antipathy costs your enemy 30 mana +1 per turn to cast. Dispel costs you 90 mana to cast. It's seldom worth the exchange rate just for 10% unrest, unless the former enemy that cast it on you is now your bosom buddy. My favorite method for purging the effect is to kill the caster and all of his people. No civ = no spells.
A pretty simple method for improving them would be to reduce the initiative penalty across the board. They just seem so slow compared to everything else it's not worth giving to heroes, and as mentioned their damage gets poor quickly when enemies start fielding better armor. Adding armor piercing to all of the bows or perhaps just the crossbows would work too. The crossbow ability as it stands is just rubbish. It's too situational and doesn't even make se
Is this advice still more or less true with the newer version of the scenario that released with, and uses the rules for, LH 1.4? I'm playing through the campaign for the first time, but I notice K'uo Sian is a defender, which seem rather underwhelming in the current version. Particularly since you already get one in Padar Rihossa. I'm very early here, and haven't even finished the quest that lets you get K'uo Sian. I got jumped by a wandering ogre
Mana troubles? Pick up Gallowman. Mana troubles over. Depending on how liberally I cast spells with my other heroes I fluctuated between 3000 and 6000 mana reserve in my lates (and only second ever) game. Now I have to actually play a game where I don't get that incredibly lucky so I see what this "mana trouble" concept is all about!
I am not at all sure I killed all the mobs. Everything for quite a large radius around it is dead, at least an area about 1/4 of the entire map but it's not impossible some have wandered further afield, into enemy AI territory. I _am_ quite sure I cleared all the goody huts and lairs, which according to what I have read is the real trigger to clearing the wildland despite what the quest log says. I sent hero groups one step at a time over each and every tile in the wildl
I'm deep into my second game of Legendary Heroes, and as the title suggests, I'm having trouble clearing the Curgen's Tomb wildland. As far as I can tell, I've killed every unit in the place and explored every lair and goody hut within its borders, but it still persists. Has anyone else had this issue? I started the game under version 1.3, though FE:LH has patched to 1.4 in the meantime. Please help, I'd really like to claim that pretty dragon cave