I didn't see Carrodus in any of my armies or any of my cities after he got killed, unless it wasn't showing up in the UI (unlikely).
StevenRLynchAbundanceThatIAM
Where each defender next to the unit being attacked counteracts one enemy next to it? Or even better, a bonus to dodge and defense for each adjacent defender, and the pluses and minuses battle it out? Or even better better =), have some units have a counterswarm bonus that is the opposite of Pack Tactics? I think it is important to understand the counter-swarm defensive aspect of having friendly units adjacent. And also right now previously weak units are very strong
Well, I've tried all the suggestions (including the linked Steam forum page), and LH still starts Steam up in normal mode. And I still get that message about Steam being not connected and requiring it to reconnect to use again, blah blah. I haven't found any way of starting up LH in Offline Mode.
I don't think Crushing Blow ever does any elemental damage, even in FE. All I think it does is double physical Attack.
Yes, they can really put you through the wringer. ;-) =)
The army still won, but Carrodus still was listed as "Killed" rather than "Injured". I would be very interested about new rules regarding hero death in LH (if any) which didn't exist in FE.
General Carrodus got a Cracked Skull before he got any experience (started at L9). Then he got defeated again, and got killed. Is this intentional? Is it a result of getting Cracked Skull before gaining any experience and then getting defeated again, and/or is it a bug?
I keep doing quests and stuff and teching and building up my towns, then I generally do the Master Quest. I tend to not attack other AIs (on Challenging difficulty) unless they attack me first or have a few Forge pieces.
I know that TOEE had a hardcore mode, but it was not recommended to use it (by someone on the Council of Eight Modpack forums) because the game crashed too much.
Why not create an outpost creating unit that is fairly cheap, and make pioneers only for settling new cities?
Yeah, the AI still is a collector at the faction shop, certainly, with the amount of one type or the other of things it buys.
Frogboy, is something like this feasible? Can you make it so if an AI unit is attacking a unit, and they can attack another unit that has a high damage/defense ratio (maybe 0 defense would count as 1 defense to avoid dividing by zero) for whatever damage/defense it has to certain parts of the AI unit's attack (in other words, they do lots of damage and they are relatively squishy) OR there is a high-damage unit that is very l
Base XP is based on how many champions (henchmen, sions etc. don't count) there are in a winning battle. One champion gives full experience. Each additional champions reduces the amount of base experience. Henchmen, Sions etc get champion XP, but they don't count as champions for XP splitting purposes. Trained units/monsters that are not Henchmen or Sions get a percentage of the base XP. So the more champions there are, the less the other troops get t
What about if you have a hardcore mode, and the game crashes? How does the hardcore mode keep the one and only save up-to-date?
Sweep. And I want them to fix the time it takes for a dragon to do Sweep. Seems to take 8-10 seconds.
Please try your best to nail this one down. This hang/crash happens quite a lot in the later game, with or without mods. Debug.err was the only file produced.
How do you prevent reloading?
It is just too unfair that we have to hold a city for five turns before we are allowed to raze it, but the AI can just waltz in and immediately demolish any city they can. And they only do this for cities that you have built too, never their own cities that they're capturing back. So they can choose to immediately raze OR not. We have to hold for five turns before we can raze at all.
It has done this all the time recently, with and without mods.
That's the way it was before, but then they introduced autoplacement of buildings (with a Manual Improvement Placement Advanced Option), and decided that it would be better not to favour those who did snaking (since the AI or players not using manual placement couldn't benefit from it). Basically, it's a design issue, and I don't think snaking will be coming back to the core game any time soon.
What, campaign facility where the AI can't build normally? What was Stardock thinking??
Well, it's amazing how things are changing. Maybe this is one thing that will change... for the better. =)
What about the AI? It's hard to get an AI to keep units alive. If henchmen were mortal, it might be better for AI players not to use them.
He's had it before, and again, now. =)
Yes, the AI should evaluate both squishyness and amount of damage a particular unit can do to various units of its own. If a unit is squishy but can't do much damage, it should be a lower priority for the AI (but still should be gone after if the AI can't damage tougher units with their current army).