Sanati

Sanati

Joined Member # 4128257
40 Posts 526 Replies 9,890 Reputation

[quote who="econundrum1" reply="53" id="3461112"]This I agree with a lot, this has slightly improved over time with the abilities giving you some way to really customise your unit but it is pretty much choose the best gear more unit customisation options would be better. But that is only because I love the idea so much.[/quote] Even with the weapon abilities it basically boils down to slightly different ways to do damage. It's like lasers or phasers in a space 4x, one might be fla

156 Replies 835,377 Views

First I'm not a huge fan of custom units, but it can be enjoyable if done right. It's not in this game. There aren't enough options, it doesn't feel like building a custom unit, it's just taking a generic unit and putting the best gear on it. I could live with that, but what annoys me most about the system is the lack of visual customization. There are only a handful of armor types, meaning every unit in every game ends up looking like the same 5-6 units in a different col

156 Replies 835,377 Views

[quote who="Derek Paxton" reply="4" id="3460479"] There are 3 new abilities, and wealthy has been remade to be more interesting (that will come in 1.6). But yes, there are new items too. ill check the choose opponents screen out, but I'm not aware of any issues with it. I used it to setup a game with just the new sovereigns so I could test them out without and problems.[/quote] Sweet. I thought I counted it as 20 but I don't remember, it mi

24 Replies 151,442 Views

So it's just 2 new talents? Any new roles or starting items with unique effects? Would be nice if every leader had something that made them unique. I'm assuming you have also fixed the issue with having more than like 20 sovs, where the choose opponent screen is no longer able to list all of them and it becomes difficult to get the ones you want in the game.

24 Replies 151,442 Views

[quote who="BernieTime" reply="8" id="3459285"] 1. Voiceover in horrible faux Scottish accents[/quote] The Sean Connery impersonating narrator/adviser is a staple of the Majesty games. It's supposed to be funny, and is in fact a Sean Connery impersonation. [quote who="BernieTime" reply="8" id="3459285"] 5. Transition from local map to world map is much better in FE:LH[/quote] Not sure what you mean. There's no combat/city sub-map and

18 Replies 19,012 Views

I think you should be releasing small DLC like quests and loot packs every month or every few weeks, just to let people know the game is still alive. Bigger DLC like factions can wait 2-3 months. I honestly thought this game was dead, I only checked back here on a whim last week to see hints of more updates. It's been too long since any DLC or patch, and a month since your announcement about upcoming DLC, which we've heard nothing else about since making me dubious. You guys u

201 Replies 1,149,083 Views

[quote who="parrottmath" reply="2" id="3418606"] It is not necessarily a bad strategic move for the AI to tremor the caravan. This does prevent the caravan from reaching its destination and might disrupt your economy (most likely not, but maybe). [/quote] Not really important but I just wanted to point out that this isn't really true. Caravan routes simply add a 10% bonus to your capital's income. Whether or not the caravan makes a trip or gets destroyed is completely ir

15 Replies 12,536 Views

Sorry, but I find this thread somewhat amusing (and almost insulting). You never escaped from the Elemental name or the WoM release. The attempt to change people's perception by trying to call the games something else (if that's what you really thought you were doing) did not work. Picking a random Legendary Heroes review, which ended up being the GameSpot one, the very first words of the review are "Elemental: War of Magic" followed closely by "expansion" several times. This is an ex

123 Replies 644,714 Views

[quote who="harpo99999" reply="112" id="3402260"] derek, regarding the ongoing issues regarding the tactical map move visibility issue (ie at present it is hard to bloody impossible to see the valid move areas(and I have a fairly good range colour vision)), the simplest suggestion I can make is to 'invert' (ie change the sign of each of the three colour numbers (red,green & blue)) this would put a light outline on dark squares and a dark outline on light squares as well as i

229 Replies 644,802 Views

[quote who="Tattyhat" reply="92" id="3401708"] Fixed ******** tactical highlighted movement radius being the same ********** color as the *********** squares themselves, thus rendering the player ******** blind. Thank you for this fix. [/quote] You just made me reread the notes again, then cry a little.

229 Replies 644,802 Views

I think it might be more the AI changes making the issue more common. AIs might be doing a better job moving around and exploring areas and being smart/aware enough to avoid these bosses when they get close rather than just blindly running into them and dieing. It was back in April ('13) that I last reported this, so not too long ago, and it was rare then and something I only saw a few times. I think the issue has always been that while these bosses are "leashed" to their wildland area, i

54 Replies 64,519 Views
Reply to N/A in FE Multiplayer

Last time I checked the diplomatic relations hit was tied only to the tower of the witch, not the forge. It might be more than a graphical glitch, I never played with that victory condition but doesn't building the forge allow you to do something to win the game (cast a spell or whatever)? You should check if you still can even with the city razed.

2 Replies 1,732 Views

[quote who="smeagolheart" reply="11" id="3401476"] I haven't played a game since, hope the next patch addresses this.[/quote] I would not hold my breath. I reported this in beta (possibly the FE beta, been a while) with screen shots and even got a dev response telling us it wasn't supposed to happen, but it's obviously never been fixed. It's a long standing bug they have been aware of and likely don't have an easy way to fix so they just ignore it.

54 Replies 64,519 Views

[quote who="abob101" reply="121" id="3401723"]Now I would consider Dark Angels to be "from the upper planes", and they are obviously a type of Angel. However they obviously are not exactly "holy or divine".[/quote] Technically "holy" or "divine" only relates to something religious and isn't limited to "good" religions. I don't know the lore very well or if there is some sort of dark deity the fallen angels now serve, but I think either way just originating as normal ange

349 Replies 1,261,976 Views

[quote who="parrottmath" reply="61" id="3399882"]But as you kill AI, your troops survived the battle while they lost troops, hence as you kill AI you become stronger and the AI becomes weaker. The increased XP will be just be too much of a snowball effect.[/quote] Completely true, in a 1v1 setting. Playing against 10 AIs though while you spend time and troops fighting one of them, the other 9 are questing and researching. Everyone else pulls ahead of you, because war really is a waste

229 Replies 644,802 Views

[quote who="merlinme" reply="58" id="3399649"]Well, not really. You can win more or less any way you like if you've eliminated the AIs as a threat. There are some marginal cases when playing on a high difficulty where you might squeak through a Spell of Making or Quest victory with more powerful AIs still playing, or take a Diplomatic victory because you're allied with someone. But most of the time I eliminate the AIs as a threat, and then decide at my leisure how I wan

229 Replies 644,802 Views

[quote who="merlinme" reply="52" id="3399560"]I approve of the low experience for fighting AI; killing AIs is its own award, i.e. that's how you win the game, and with high XP there would be too much of a steamroller effect. [/quote] Only one of the victory conditions requires killing AI units. This is far from the first game of this type, and in all the similar games I can think of AI units give normal (if not higher) exp, and in many of those games a

229 Replies 644,802 Views

Are the other units in the stack mounted and ranged? I think what is happening is some amount of kiting going on during the auto-resolve simulation. I don't think there are any map boundaries during the sim and mobile ranged units just tend to repeatedly move back I think. I tend to get a second or two delay whenever I fight one of those archer spider hybrid monsters, that's what I assume is happening though I don't recall actually checking the combat log to confirm. You can proba

2 Replies 2,532 Views

Blind guesses while you are uploading that screen, did you delete your LH folder in documents/my games/ when you reinstalled? It could be some sort of messed up graphics setting or a mod. How much (and how recently) did you play the game before this started happening? What are your system specs? Maybe you played a small map first and it seemed to work fine and a larger map was something your system couldn't handle? Do you have any issues with other games? Random visual art

11 Replies 9,716 Views

Ah, I didn't even think about it being a spoiler. Added tags. That said [spoiler]I feel the spell is like a souvenir and I kind of like that I get to keep it. The spellbook is already pretty cluttered and cramped so I don't think that one spell makes a difference.[/spoiler]

229 Replies 644,802 Views

[quote]The difficulty is irrelevant. I play on INSANE. It works every time.[/quote] I've played many games on hard and have never seen that happen as you described. I get tons of cities attacked by monsters with multiple full health champion defenders and if they lose the city is always razed and the champs sent to a different city. Are you talking about your last/only city? It might be tied to world difficulty, do you have that on easy? Are you using any mods? <p

36 Replies 29,350 Views

[quote who="joasoze" reply="16" id="3399018"] I just had Umber cast Tremor on the same army about twelve times in a row. Same army all the time. I was well frozen, but casting on an army that is already immobilized is a tad excessive?? [/quote] It's beyond excessive, it's the AI ignoring game rules again. You can't cast tremor on a unit already effected by it, which means as a player you can't permanently lock down a unit, they always get one turn to move be

229 Replies 644,802 Views

[quote quoting="post"] If a monster conquers a city, it will raze it. However, if an active hero is present when the city is attacked, you will keep the city even if you lose the fight. If the hero is still immobilized from its last defeat, however, you will lose the city. [/quote] Oh, and I think this depends on difficulty. IIRC on like the easiest difficulties monsters don't attack cities at all, or maybe just don't raze them, perhaps on normalish it w

36 Replies 29,350 Views