It's already been settled with a no by the devs: https://forums.elementalgame.com/447256/ "Multiplayer We have a lot of requests for this. Here’s the basic issue. The tactical battle system in the Elemental games was not written in a way that allows for multiplayer. All the actions in it happen within its own box. The short version is that all the tactical battle stuff would h
phazonfreak
open the spells/skills/items menu below the quick bar, click on the star symbol or number next to the spell/skill/item you want to put into your quick bar and finally click on the slot you want to move it to. Done.
Diplomacy operates on a bare minimum of functionality, so you are right when you are saying that it is a two-way-exchange bubble. And even within that bubble there is a lot of erratic behaviour on the AI's side, which makes an alliance victory a chore rather than a meaningful option. The only real hard-coded algorithm seems to be that everyone will eventually declare war on you when you have a weaker military rating, regardless of any reasoning behind it or whether they can actually send
[quote who="smeagolheart" reply="3" id="3389150"] WAI?[/quote] working as intented.
You are not an idiot. Currently the AI looks at one thing when deciding whether to attack you or not: your military power. There are some alterations with their character traits and their ideology, but military power is the main point. And even if you have a rather strong military, as long as there is some civ stronger than you the AI will buy the other civs to declare war on you. Diplomacy is still pretty much in development and it has been acknowledged by the developers that it need
you have set the AI difficulty on higher than challenging. AI sovereigns and troops get escalating bonuses in form of extra traits depending on difficulty level to improve their combat abilities.
If you buy FE:LH and the DLCs you will only miss the campaign from E:FE. It is not worth it though, since the game is all about the sandbox mode. Some major patches are supposed to be "backported" to E:FE but FE:LH will always be the current and most refined project. I don't see any reason why you should buy E:FE unless you are really into much more randomness when it comes to champion acquisition and progression. Everything else (city building, unit abilities, tactical combat, rp
I'm pretty sure he meant something along the lines of castle walls that have to be destroyed with catapults, defending towers etc., which is not present in LH. I agree that he should buy the game, just want to relay an honest impression.
Yes, combat is much quicker now because opposing forces start closer to each other, it is a concious decision. It is an issue if you prefer in-depth combat. To be clear: Legendary Heroes is not all about complex combat like for example in Eador. It is fun and you need to utilize placement and abilities to be succesful, but more refined mechanics like terrain bonuses, line of sight and morale are left out. To draw an analogy: They are quick snacks and no five course meals. Still, I like them b
There are two DLCs. The map pack DLC provides you with more premade maps to play on and varied tactical battle maps, the Quest DLC adds more quests, random events and items for your champions. This game is all about the sandbox mode where you can let the generator create a random map with costumizable options like landmass, resources, enemies etc. The campaign is basically a glorified Tutorial to get you into the game world, it is not really meant to be played over and over agai
1. I don't know of any recent one, but I consider this to be a very good and informed review of the game: http://www.gameinformer.com/games/fallen_enchantress_legendary_heroes/b/pc/archive/2013/05/29/building-a-fantasy-empire-from-the-ashes.aspx Just keep in mind that this review is from back when the game was relea
no. There used to be uncommen and rare city level improvements as well as traits for champions, but it was dropped and changed to the current model of fixed improvements and traits to provide the player with a projectable progression. While it could be a lot of fun to get suprised by the things you unlocked and it definitely increased the randomness of the game a lot, it was also very frustrating if you got all the things you didn't need while you were already a big chunk into the
[quote who="RickyDMMontoya" reply="61" id="3386741"] Age of Wonders 3 wiill have multiplayer. It will be a better game.[/quote] Let's wait and see how competent the AI will be, shall we?
The scenario is the continuation of the story of Fallen Enchantress about Relias of Altar and his struggle against the forces of the Fallen and Oracle Ceresa, so it is actually more like a one map campaign and not really a scenario. In addition, it is supposed to function as an extended tutorial to the world of Elemental and introduces game concepts to new players. Therefore everything is fixed and you are not allowed to pick difficulty level and faction. It's also the only scenar
[quote who="RickyDMMontoya" reply="33" id="3384285"]I explained why I need multiplayer in a 4x game. It's like a boardgame to me. I want to play it with people. I want to socialize with it. I want it to be the thing that brings my friends/family together for a night of beer and pretzles.[/quote] And others have explained why this is not a clear-cut case. You are citing your personal experiences and preferences to make a grand point about what games within this genre are all about
[quote who="RickyDMMontoya" reply="21" id="3383131"]I just don't get it.[/quote] You don't get it because you do a lot of assuming on your part to back up your agenda. Where do you get the idea that the 4X turn-based strategy genre has been typically dominated by multiplayer, compared to much more obvious choices like first-person shooters and real-time strategy? How do you know for sure that their games would sell much better if they keep telling us that they
Why not do it like in Master of Magic so that it cost, say, 25 mana to teleport one item to another hero?
like always it depends a lot on your playstyle and the map settings, food can be very important and Fallenchar is not correct with his general statement. If you want to stretch your empire wide on a big map by settling new and conquering enemy cities, you need fortresses with lots of food to reach the lvl 4 prison and lvl 5 onyx throne improvements to counter the city count penalty. If you want to create a conclave city that utilizes its essence yield to the fullest and therefore beco
you can press v to eject all stationed units from a city. It's called the Iru Elixir and you can buy it within the border of a city with the conclave specialization that has built the Alchemy Lab improvement. The building tree for that is: Herbalist -> Apothecary -> Alchemist -> Alchemy Lab. You also need to have researched the Arcane Mastery tech in the Magic tree to unlock that improvement and the city must have at least 1 essence as tile yield.
it's working like poison, the affected enemy loses hit points at the start of his turn.
indeed, they have said Fallen Enchantress sales were good and from what I gather on different forums, on youtube plus the added coverage and activity on Steam, I assume that the figures should shape up nicely.
1) even though the diplomacy AI is on the same general competence level (meaning moderate) in both games, the AI tends to be much more aggressive in LH. It will solely look at your military rating and if you are beneath them they will hate you and very likely declare war on you. 2) each additional hero will half the xp for the entire army, so regular troops are also affected by it. The only real difference between sovereign and heroes is that heroes get an injury if they are defeated
[quote quoting="post"]- Please beef up the tactical battles with more factors - do not allow ranged units to attack at full abilities with an enemy melee unit adjacent to them, add obstructions so ranged units can't magically shoot through everything, terrain bonuses (elevation, cover, etc).[/quote] Reducing attack of bow and magical staff wielding units when enemies are adjacent to them makes a lot of sense and could be easily implemented. It would also help to increase the usefu
click on the mana icon at the top of the screen and you get a list of all active enchanments, click dispel next to the one you want to get rid of. You can also click on the Govern button at the bottom right and and open the Enchantments tab in the Ledger menu.
there is no ingame option, you have to delete the file in the folder: /user/username/my documents/my games/LegendaryHeroes/Race Even though you can delete a custom sovereign ingame with a right-click and you can retire unit designs, it's the same thing if you decide to completely erase them, they are in the /units folder.