I have two strange bugs in my current game. I do not know how either occurred. I took over an enemy city, and in the center of it, right on the hub building, is an earth mana shard. You cannot build the structure to harvest it. I do not know how the AI managed to build a city on top of a resource. The city is Chi'laa. The second is even more odd. One of my heroes was apparently incapacitated after a battle. He died in the battle, but his army wasn't defeated. To my sur
Naidrev
I maintain Uteran is the strongest hero in the game. [e digicons]XD[/e]
I see this often as well. Partial armies stacked on top of each other try to invade my land. A check to automatically add units to an army if they are on the same tile is definately in order. Especially if this army is currently in attack mode.
[quote]Salt the Earth- A new spell which destroys tile yields in the area of effect, it can only be cast in neutral territory[/quote] This is such a great idea for a new spell. I can finally stop the AI from targetting terrible plots of land near my borders. I hope this doesn't come too late in the tech tree.
Unrest also effects research and production. I am not familiar with the formula, though.
I was kicking Magnar to the curb, waiting outside one of his cities with my sovereign's army. I clicked end turn. Suddenly, I get a pop-up telling me my sovereign teleported to a nearby city, because she was killed. Only she was hurt and disabled for 7 turns, the other units and champions were fine. I am assuming I was the target of a Flame Pillar or some other damage spell. But I really have no idea. Could there be a pop-up and zoom to location when an army is the target of a str
Very nice. You may want to consider buffing the Deo-something-something city. It will be weak compared to most cities now, since it cannot adopt a city type.
Sorry to double post, but I thought of a better way to implement "Walled In". Protective : All city types can build Hedge Walls. Outposts create fences around any structure they are built next to. By fences, I mean the same mechanic that cities use to absorb resource buildings. I am not sure if this is possible, but it would amazing if it was. It would really help a player protect their resources defensively, without having to constantly un-guard their outpost
I meant ridiculous as in silly, not overpowered. It is just such a strange thing to have in the final release of the game. And it is about as clever as using ctrl+k.
While it is great that the enemy is finally using strategic spells like Freeze, they are casting this on my caravans. I doubt the economic damage is worth the mana cost, especially when they could just walk over and crush it. I'd suggest making it so the AI cannot does not cast spells on caravans.
Awesome, thanks guys. In your fix, does the damage apply after the armor is removed, or before? Seems like it should be after, as it is an end-of-the-line trait, and thus should be strong.
I really wish they would get this fixed. It is such a ridiculous imbalance that it is hard to believe it still exists.
Break, in the assassin tree, is not doing damage. While it is removing armor for three turns, its tool tip also says it does damage.
I do not think weapons and armor at higher tech levels should be made weaker. I think the balance in that regard is really well done. But I do agree that barrack, forge, and other unit enhancing buildings should effect older units. Would it be possible to have fortress-specific buildings upgrade a units equipment by adding a subtype trait to the unit? For example: Sturdy Armor (+2 def) to Masterwork Armor (+4 def) to Legendary Armor (+6 def). Weaponsmith could add Masterwork We
I really hope this gets updated. Purification alone makes it worth it. May I suggest two additional traits that I would love to see? These are taken from suggestions in the LH forum. Feel free to change the names. Walled In: All city types can build Hedge Walls. (Maybe they can build the next level, too, if that is not too strong) Small Empire: You can only build three cities. These cities can choose two impr
Outposts in cities would be really nice... Double movement, increased defense and attack... I'm sold.
Indeed, thank you and congratulations. You've made something great!
Making golems as defensive as Juggernauts are offensive is a great idea. At the least, Golems should be given the new trait given to the champion ogre that gives a unit +1 defense per level. Upkeep makes sense, as someone has to repair and service the things.
I actually wish there were fewer, smaller settleable areas. The idea that people would want to be able to build cities anywhere is overwhelming.
It just happens to fit his head? Gee, that's lucky...
Sythion made some really excellent points. I agree with all of it, except for Commander. I think their tree needs work, but the idea is solid. Commander is currently my second most used champion type. The rest though? Spot on.
There is a level 5 village building called "Mint Of Ruvenna". The O in "of" should be lowercase. This is especially noticeably because there is another building at level 5 with an "of" that is properly lowercase right next to it.
One of my favorite things to do in Civilization 4 was the one city challenge. It was really fun to concentrate on one super-city, struggling against the rest of the world. I never liked huge empires in any 4x game, really. Would it be possible to add a challenge mode to LH? Either a "One City Challenge" in which you can only build one city, or a "Three City Challenge" in which you could only build one of each type of city (fortress, conclave, village). I know you can do this by yourse
[quote who="Derek Paxton" reply="71" id="3358612"] Give us a link SBFMadDjinn, I'd love to check it out too (I've watched some of your earlier ones).[/quote] With all of the drama that Nintendo has been involved with recently, claiming all ad revenue on Youtube for themselves, I'd love to know: Does Stardock have an official policy on monetizing Let's Plays?
While it is true that removing encumbrance means armor must be re-balanced, I still believe removing it was the correct decision, and a huge step in the right direction. We just need to keep pushing until we make it all the way.