Azunai_

Azunai_

Joined Member # 4419615
15 Posts 566 Replies 11,540 Reputation

don't forget it also scales with level. it may be weak on a level 2 unit, but it's pretty strong on high level units. a level 10 unit does (figure count) x 20, which can easily be more than the weapon damage of that same unit, considering it ignore defense entirely.

9 Replies 8,513 Views

Deorcnysse is the wildling village i mentioned before. it's part of a wildland, players can conquer it (not very hard, only some wildlings as defenders). it's still a village and can never grow into a proper town/fort/conclave, so it's fairly useless, even with the improved yields. the only use of that super village is spamming pioneers, since it can never build any of the specialized buildings of the level 2 (or higher) settlements

14 Replies 53,535 Views

are you sure you actually picked the trait? the level up screen has a weird way of displaying selected and suggested traits. also, is this the default fireball spell from fire III or the fireball buff (anointed by fire or something, from the mgic techtree)? not sure if the trait works with that buff (never tried it). if you also have life IV, you get wellspring, or at water III you get pandemomium. those should also be instant cast with the trait.

4 Replies 6,993 Views

towns can't get to level 10. level 5 is the highest level (unless you play with some mods or something). sometimes AI cities fail to pick their level up trait and keep growing, but that doesn't really add anything useful since they will be level 10 villages or something (which is about as useful as a level 1 village since level ups without a specialization don't add anything). also there's that wildling (or darkling?) village in one of the wildlands that never becomes a proper

14 Replies 53,535 Views

[quote who="SCampb29" reply="6" id="3370080"] ... When I played Kraxis, I was never very impressed with the efficacy of the fortifications; they only add something like 20% dodge, which isn't much if the troops don't bring much dodge of their own. ... [/quote] it's +20 dodge, not 20%, that's quite solid (basically the same as wraith blood, but stationary and without the -1HP per level)

21 Replies 34,317 Views

as far as i know. you should get one a level 5 champ at 100 fame. did you load an autosave recently? i think they can mess things up quite a bit.

4 Replies 8,875 Views

scheint so weit zu funktionieren. habs runtergeladen, entpackt, backup vom original gemacht und die 2 dateien ausgetauscht. ein teil der programmoberfläche wurde dann mit deutschen texten angezeigt. hoffe das hilft dir weiter :) drück dir die daumen, da hast dir was vorgenommen ;)

9 Replies 13,861 Views

in my games, defenders tend to be the core of the army (either defender champions or defense units). majority of the enemies are melee, so there's always stuff you can safely tank while the damage specced units kill the rest of the enemies. if the defender champ tanks 2-3 units (which is very common), those units will not deal any significant damage while the rest of my army overwhelms the remaining enemies. even if you rely heavily on melee units, there's nothing wrong

17 Replies 22,520 Views

agree with sweatyboatman, militia is really just there for the early game. later on, if you want decent units in a city, build decent units and put them in the city. or put them in an army and defeat the enemy before they even attack your cities.

17 Replies 10,612 Views

[quote who="EstyleS" reply="14" id="3370134"] ... Would it be overpowered for a unit to be able to attack and keep its defense bonus? I don't think so. You say that otherwise the Defender would just be pinging away for 5 damage, so since he might as well do nothing anyway, it doesn't waste his attack. But that's because he's built to give up offensive power in exchange for defending others. You could have built a strong offensiv

17 Replies 22,520 Views

the problem with this ability is that it puts the guarded units in defensive stance, and once their turn starts, that boost automatically goes away, like with the normal defensive stance (from passing the turn). i think it would be overpowered if the units could attack and still retain their defensive stance bonus. you can get that ability early on (level 4/5, possibly even sooner since at least one of the level 1 champions has it as a starting trait). just build some units with

17 Replies 22,520 Views

for all i care, AI henchmen could use a different set of rules and not die permanently. AI would probably have trouble keeping them alive. most mechanics are a lot more powerful in the hands of a human player, so i guess it would be ok to just nerf henchies for the human player.

6 Replies 12,640 Views

they could bring back permanent death for henchmen. originally, they were supposed to stay dead when they get killed (as opposed to heroes who just take an injury/weakness)

6 Replies 12,640 Views

[quote who="theemaster" reply="15" id="3368855"] My play style is pretty simple.. I'm a save and loader.. not a lot of people necessarily have patience for that.. but in that way.. I always/usually get the best outcome in any battle.. and I know many/some people play like me in civilization/king's bounty etc. [/quote] you complain that the game is too easy when you reload every lost battle? dude that has to be one of the dumbest compla

62 Replies 186,450 Views

[quote who="atlatea" reply="17" id="3368804"] ... My reason of not giving warrior that much attack is because there is a late game tech that give 10% atk, it can be researched infinite times, this means warrior will one shot everything if the warrior have many percentage atk booster. This tech also benefit warrior class the most, and give no benefit at all to mage class.[/quote] that's really a non issue. the game is over at this point unless you refuse to

34 Replies 31,743 Views

don't really care much about scenarios in this type of game. especially the silly campaigns where you get a chain of premade scenarios with limited subsets of the tech tree. never liked that concept much. for some games it works all right, but it wouldn't really work for LH, imo. i played the LH scenario in the beta once since Derek asked the beta testers to playtest it. found it all right, though the fixed, very low difficulty made it a bit too easy for my taste. finished it

32 Replies 117,485 Views

[quote who="Victor5" reply="3" id="3368718"] So, what I'm getting from this is: Simply hitting the "pass" button to end your turn automatically sends *any* unit into "defense mode"? Or is this only for units that have specific defensive bonuses? Either way, they probably should be more clear about this.[/quote] actually i made a suggestion during the beta of LH to rename the pass button to "defend" to make that connection more obvious

8 Replies 8,068 Views

while you're at it: i'm pretty sure one reason why many people stomp even high level AI is how easy it is to get units the AI can't possibly deal with. the 2 prime examples would be - tamed bears with maul (mostly early game, but if used properly, there is no late game since you already won) --> adjust maul to be less overpowered - trained units with ridiculous initiative and fire damage buffs fr

101 Replies 554,184 Views

seems to be a problem with the map generator. the tiles show river graphics, but when you hover over them, the tooltip indicates that they are in fact plains.

4 Replies 3,843 Views

- Craul is the sovereign for that second yithril faction. the bug is that he's also one of the level 1 champions for empires, so if craul the sov picked craul the champ as his first champion, youÄll see two of them. should have been fixed a while back, though (i think) - collars are used up even if the tame fails or the target it immune/invalid. i think you also lose them when you select the ability and cancel it. not sure if that bug is supposed to be fixed (or if it's e

2 Replies 4,955 Views