ah ok, i see your point. don't worry about your english, that's fine i think (it's not my native language, either). i don't really know how the LH system could adapt different values for a "attack" and "counter-attack", though. perhaps a modifier value that adds (or subtracts) attack value if you hit a target that hit you first? i guess that could work.
Azunai_
could you be more specific? i didn't notice a change to armor effciency in the 0.90 version of the game. works just fine in the scenario for me (haven't played a "sandbox" game with 0.90 rules yet)
i think the "warriors" traits should be changed. instead of the rather weak "Training" tech for barracks, it should unlock "Leatherworking" instead, which is way more powerful early on. the option to build a barracks without research is "meh", the ability to build units with leather armor and shields right at the start without wasting 15 turns of research is far more valuable and probably good enough to warrant picking up the trait for an "early rush" type of race. in a similar vein,
yeah i wrote a comment on the juggs in the 0.91 change log thread, too. imo, the scenario would be better if the juggs were just not buildable for yithril. their faction power is totally inflated by the juggernauts. after defeating all 4 empire factions, i realized that yithril only had 3 cities on the eastern continent (and the western enclave with 2 cities, which you can/should take out early). magnar had about a dozen cities, kraxis and resoln had about 6-8 each. yet yithril with his 3 cit
i think yithril in the scenario should be modified slightly. not sure how, but their juggernauts are by far the greatest threat on the whole scenario map. when i invaded the eastern continent, resoln and kraxis fell like dominos; the same for magnar's endless waves of fairly useless slave units. not so much for yithril. i was pretty shocked when i conquered one of magnars cities and next turn, 2 "epic" rated stacks of 8 juggernauts each entered the borders of my newly conquered cities. i&
[quote who="vvpeev" reply="36" id="3356433"] Maybe one thing is interesting and (in some perfect universe ) can be borrowed - the attack / counter attack stats combo.[/quote] i think that is basically represented by the concurrent initiative system in LH. in Eador, one side moves all units, then the other side moves all units. to get something that resembles a somewhat believable battle, units pretty much need that counter attack. in LH, it's very different - there is no strict pl
hmm i don't like the idea of rolling the faction traits into the blood. one of the unique features of this game is the option to make custom factions based on various traits that were used in the default factions. if you roll many of the traits into the blood, you reduce the variety of possible custom faction combinations. the ability cooldowns are fine imo. with 5 turns cooldown, you'll realistically only use your superpowers once per battle (which is true for about 90% of al
the community suggestions thread also contains that item my suggestion was to either do, basically what was suggested above, say "Lethal III - increases attack by +5, cumulative with Letahl I and II for a combined value of +12" or change the way they are represented on the character sheet and redo the text: "Lethal III - adds +12 attack, replaces Lethal I and Lethal II" in my opinion, the second way is better (iirc Blizzard used a similar style in WoW w
umm how are rations and first aid kits useless? they adress one of the big problem of late game combat - units getting killed to quick due to the shifted balance of attack damage vs. HP. those items are there to make new units survive a few more hits, so late game battles aren't over after 1 turn. they didn't fix the problem entirely, but they are definitely a step in the right direction. though i wouldn't mind some of the suggestions (regarding healing items etc.) being i
wow that was fast :) i finished the campaign like 5 minutes ago and made the last update to my list :) good to hear that the bugs are already fixed. please consider rebalancing that battle in the forge, though (let the player keep his army, or give them an invulnerability spell for the first turn at least - those air and fire elementals just stomped poor relias before he could even act)
sorry if there's already a thread for this (haven't seen one) chapter 1 (right at the beginning) ... sudden flashes of lighting ... -> lightning? Queen Procipinee speech after defeating Kraxis/Karavox second paragraph: ... with the help ambiscious and disloyal men... -> the help of ambitious and ... The Forge of the Overlord second paragraph ... through that whole into the world... -> ... through
also, don't forget to add female slaves for the quendar. and female juggernauts for the trogs (lol). not sure about female iron golems for ironeers, though. J/K ;)
not sure about their lore, but i think the "weakness to magic" might work for them (that trait is currently not used by any of the premade factions, anyway). an ophidian/naja themed 1 point trait would be cool, though (replacing stealthy)
as an addition to my first reply: regarding the wolves/stalkers - there's a neat little trick to make the battle significantly easier: don't attack them(on the strategic map) but end your turn next to their lair/army. when/f they attack you, all your units start in defense (defending army always starts with all units defending). when they get the first move in tactical, you take a lot less damage, since all your guys have +5 defense (or more if they have the defensive trait an
i did some testing and i'm pretty sure it's from the "binding" faction trait. empires/kingdoms without the trait display all shard improvements kingdom faction with binding displays only the life shrine/altar/temple at the appropriate tech, none of the others empire faction with binding (including default Resoln) doesn't have life shrines, so it doesn't display anything at all.
yeah that would be a solution. or they could make an option to expand the list and display additional versions of the design that don't require crystal/metal (or checkboxes for crystal/metal - if you uncheck them, the presented designs re-calculate to the best version that doesn't use the unchecked resource)
i don't agree with all your assessments. let me explain my point of view: there's already a fairly efficient counter vs swarm - defense. the AI (mostly) doesn't use it properly, which is a shame, but the player can counter most early game "swarm" scenarios with defensive units (the basic "Defender" unit is all right, though i prefer a design with daggers instead of clubs and finesse instead of armor proficiency). for the really early game, a custom sp
hmm i guess they must have changed the default spearman design, then. i think they used to upgrade the weapon slot only (much like the militia design). some of the units have always been set to upgrade armor slots, though (the "Defender" design for example always auto updated to better weapons and armor)
yeah i agree that they can be a bit weak. depends a lot (too much?) on the map setup . with lots of quests and dense monsters, you'll pick the level 5 & 7 guys up early enough for them to be relevant. the level 9 guys seems a bit redundant, though. on the default settings, there's probably not enough fame to unlock them until late in the game. more XP for higher level battles seems reasonable. wouldn't break the game if killing dragons and titans yields 500 XP
hmm that's funny. i thought it was just the other way around - i found it too easy, personally (i think world difficulty in the scenario is set to normal and i play the "sandbox" game on expert). i think an "options" button at the start that lets you adjust world and AI difficulty (maybe also tech and production pacing?) would resolve that problem. new/casual players can move it down a notch or two if they find it too unforgiving and nerds can get more of a challenge.
yeah i noticed that too. i guess they would be more aggressive on higher difficulty? having a difficulty selection would be useful. it's a bit hilarious when a procipinee dialog pops up and she says something like "their endless waves will never stop" - actually, up to that point i saw like one army of 4 slave units and the western trog enclave, and that's about it. though i guess i should add that i usually play a bit higher levels, so if the aggressiveness scales with level,
haven't noticed a change. any chance the target unit was magic immune? (opidians or obisdian golems or similar?)
don't know about expert, but on hard when i first meet an AI, they tend to have anywhere from 400 to 800 gildar currently available, so i'd guess that they get a healthy amount of extra starting cash (probably more the higher you set the difficulty)
that toad is from an episode of Futurama i think
another very simple suggestion that may help many new/casual players: rename the "pass" button in tactical combat to "defend", and maybe add a tooltip that shows how much defense you gain from defending instead of attacking. i have a nagging feeling that many of the LH players never really use the defense mechanic the way it was (probably) intended by the devs. i for one, didn't really do much but press forward and attack for most of my FE/LH play time and i found low leve