Actually, I just had a bunch of knights live through a dragon breath with the fire protection cloak and all the +HP items. The knights had about 8 extra HP each and it stopped the overpower from killing them.
Raiddinn
Thanks Primal Savage for m aking a mod so that somebody else could do what they want in the game (remove roads).
Nope, not one less.
It's not that hard to count even without the grid. I play with grids off and I still count that stuff out the hard way.
Maybe, just maybe, there is one less.
I always turn off the spell victory so take this with a grain of salt. I think it's just not that common that the AI can get the resources to pull this victory off. It takes 50+ crystals, 50+ metals, and 500 mana and the AI isn't known for saving up all of those at the same time. I think it is just hard for the AI to save up and that's probably why they don't win this way very often.
Feel free to take your rant somewhere else. It's disrespectful to my thread and all the participants. How you prefer to play and what you think about cheat codes doesn't belong here. Besides the fact that this thread has zero to do with broken combos that trivialize FE/LH. You should seriously apologize if you have any actual decency.
Fortifying a tile doesn't cause the unit to go into a defensive stance, correct? I only played Krax blood with the free quest unit, but I seem to remember that unit doesn't go defensive when it fortifies a tile. If it doesn't, it really should. I don't mind me some Ironeer Blood, I like the free guard strike ability for all units. That can be really strong, especially with defender sovereigns and units that have shields.
Can you use first aid on yourself? I thought you could. If so, a warrior should be able to use that just fine. A warrior can get an ability that heals itself when it does damage, can't it? Does the hero ability that heals 3 hp per turn work if you have scarred? If so that would get you 3 hp per hero per turn. I wasn't trying to make the worst possible race/hero, just a pretty bad one ~
Aren't quest maps rather late in the tree now? I would stick with something that applies to the early game too if trying to ensure the best low end performance. It's not bad, though, I did have some fun with insane quest map stuff a few times back in base FE. Cautious is good, but I also don't think it does as much to mitigate you being screwed in some way as other things I have listed.
I have so far played without mods, so swamps still prevent me from building things. I snake all my cities, so it prevents me from putting crystals and whatever else inside the walls.
I put both Mancers and Humans in for the races because I am not sure which one of them is objectively the least likely to get screwed, but they should both be above every other race at least. By short on resources I was mostly meaning they just aren't anywhere on the map. Decalon definitely helps with sniping resources or getting resources that are a bit farther away from your cities, but if they just aren't there then it doesn't really help much. Beastlord c
I meant for Bandit Lord to be chosen before the game starts and Warrior on the first level up. That would kinda put a clamp on any dreams of having a sovereign with powered up fireballs. Maybe Hunter is worse than Bandit Lord, I haven't really thought about it or for that matter played either one.
I would never be that cruel. Seriously, though, I wish it were possible to make it so the game would never generate any swamp tiles. Even if you pick mountainous you will still get swamp tiles. If you pick swamp that means you have a large possibility of getting screwed by swamps yourself and that is just horrible. Better to just pay the mana to craft your own terrain based defenses.
Are the pre-designed ones supposed to be balanced? I thought they were supposed to just go along with the story regardless of how that related to their strength in the game? There have obviously been balancing attempts made over time, but I am not sure I would call the finished product balanced at this point. Besides, if the game is supposed to be balanced then traits are also supposed to be balanced and it doesn't really matter what you pick as long as you use it
If you want to really mess with the opponents, take both Master Scouts and Earth Magic and judiciously use Raise Land to make everything into hills. Put it all over your own and neutral territory on every tile of non-enemy ground. It will reduce their movement considerably while not affecting your own. You can limit their movement to a crawl with outposts (your territory), raise land, and caltrops. Even if they do manage to conquer the outposts, they wil
Just wanted to start a discussion about the best traits to choose when you want to avoid being screwed by poor distribution. By that I mean your gameplan shouldn't be shut down by, for example, lack of crystals. This is actually how I almost always play. I don't really care if I could do extra well in situation X if I could potentially do extra poorly in conceivable situation Y. I would rather lower my maximum upside and raise my minimum downside, resulting
I love my spearmen, but they are horrible in iron shortages. The archers and great hammers traits can help you get less screwed by a bad start because they help the weapons that don't need iron or make bows not need iron. I like taking the traits that help make sure I don't get screwed. Master Scouts helps in case I start out in the middle of a swamp, etc.
The AIs need to diversify their researching. There is no reason at all to have an accuracy rating of 420. If they had defense values or attack values that high that might be OK, but accuracy that high is a joke.
I agree that inspiration is a really good enchantment.
I would rather see Capitar unique in some other way. Maybe they could have a racial bonus of +4 gold per turn or something.
If the AI researches an end game tech 40 times, you are probably screwed anyway. Rather than trying to limit how useful it is for them to research a tech 40 times, it's probably just better to try to beat them before they get that far. I am fine with how it is now.
I don't see any good reason a pioneer shouldn't be able to build roads. I wouldn't mind having an easier time taking road building as a trait for trained units either. I am fine with the roads being made instantly and all that other stuff.
Actually it does help. It is just for those sort of reasons that I rated Air as the strongest type of magic in the OP. I put Life second also for the same sort of reasons, Call to Arms is quite good if you have spare mana around and Sovereign's Call is as powerful as two towers with Consulates. Shrink is maybe the best debuff in FE and that is also a Life spell. Heal and group heal are also pretty good. I rated earth much lower, but I still very much like
If you only ever play mages and the only thing you ever want them to do is deal direct damage to enemy units, then I guess Fire might as well be the number 1 school. I just think a school of magic needs more than that in order to get out of last place overall. If you are last on every list except one and first in the exception list, you are still last overall. A better question in regards to Annointed By Fire is what you gai