So Commander (or Campaigner sub-Path) for example might get a global unrest reduction of 1% for every three levels. There are other suggestions for other Paths/SubPaths of different Paths in other threads too.
StevenRLynchAbundanceThatIAM
I agree this is an issue.
For the Commander line, how about a Campaigner skill that provides a global unrest reduction that stacks over three levels (which I think is the direction being taken for skills previously having five levels) and also provides a once-off gildar injection for each level. The numbers would need to be balanced, but my idea post is here . I don't think Elemental, FE or LH is particularly about heroes sitting in a
Yes, I would like to hear from Stardock on this.
How about adding a mount (provided you've got enough) to a unit, for a decently high enough cost (that's still worth it)? Btw: shouldn't adding more figures to a unit cost the same as the difference in resource costs between x and y?
I've suggested that instead of sitting in a city improving the unrest of that city, they get a smaller bonus, but applies to all cities and they don't have to stop campaigning to give the bonus (Campaigner is my suggested name, and it provides a global unrest reduction and a once-off cash injection for each level). I've suggested some numbers here , but they need to be balanced for three levels of the skill
Good idea.
Yes, this was a big part of my reasoning. If they don't want to give more experience to Champions for sitting in a city, I think it's better that they give a global unrest reduction that's smaller than the 1 city reductions currently (but could add up to a lot more with multiple cities).
Commander Path Bonus: -5% Global Unrest (btw: how about some stat increase per x levels for each different path? maybe -1% Global Unrest per level for Commander Path or a Commander Sub-Trait) How about a Campaigner line of Traits? (I think this matches a Commander who is good at unrest reduction re: keeping order, and money injections, but if you have a better name go for it!) Campaigner 1: Cumulative -3% Global Unrest, One off bonus of 25 gildar
Yeah, the bug got reported in https://forums.elementalgame.com/441586 and hopefully should be fixed soon. =)
I haven't used it in 0.51, but if you are having problems please post it in the LH Support forum, if you are playing Legendary Heroes. I don't think there is going to be much more, if any, work done on FE, apart from perhaps patch 1.4.
It only teleports units that are not in cities ("unstationed units") but has always worked fine for me (apart from the bug where 0 HP garrison units are added to the stack, which I think is fixed). There is a 10 turn cooldown AFAIK, but you get can keep casting until you've casted once for each of your heroes, henchmen (and probably sions) and sovereign.
Thanks rahal. [e digicons]k1[/e]
AFAIK though, you can't have more dragons than dragon lairs.
I take it this would apply for heroes too? (spell damage for heroes with spells)
Heh, people (including me ;-)) keep calling the taming skill Beastmaster, when in game it is Beastlord. I guess we are conditioned from other fantasy games. ;-) =)
And on a related topic (not outpost though ;-)) have Commanders in cities get experience for things that occur in the city they're in, but it a non-abusable way. There needs to be some way for city-focused Commanders to get decent experience. =)
Yeah, I've noticed it with that Sov customisation item that you can get for 1 point too (curse units that attack the hero) - the Curse spell doesn't actually make armored units any more fragile, so it must be a bug. EDIT: Note, some tooltips for spells still mention damage types.
Does the UI still say 3? I think it did last time I looked.
Yes, fun, and Challenging is actually Challenging! Although Wealthy and Beastmaster can make Challenging more fun and less frustrating. ;-) Just make sure you take Brilliant for the increased chance of taming Beasts, and try not to Tame really tough Beasts without support for the first few levels. =)
How about adding a small amount of bonus defense to each trait on the "+ Defense when Defending" line on the Defender tree? After all, if you are outnumbered, it can still be countered. Right now that line is only useful if you've got a sword - if you have to attack to do damage, + Defense while Defending doesn't help much (read: at all ;-)).
Bears are useless against Fire Elementals unless the Bears have fire resistance - each strike they get in reduces their health by about 5.
I think it would be a much better mechanic for the new hero to always spawn at the player's capital, and if they don't have a capital, only then would they spawn next to the sov.
I think in this case my sov getting defeated counted as "Killed" too. :-(
Actually, just after the patch had been released, I started the game up (my settings were "Do not automatically update...") and it stayed at 0.50. Only when I changed the automatic update setting did the game update itself when I started.