[quote who="Stalker0" reply="8" id="3378671"] Yeah i think that is a part too, mages are just better than archers. Why worry about defenses when my attacks can negate them? And the ai doesn't use enough resistance gear imo to stop me doing it.[/quote] The key difference between mages and archers is that mage damage is fixed, you can't increase it with bloodthirsty etc. So when you get high hp stacks and some spell resist they aren't as good anymore. Mages start out aw
sjaminei
I want your RNG, my units never resist. You playing with ironeers or something? (I play ridicilous setting on mobs, so maybe lower shrill levels help you as well?)
[quote who="tjashen" reply="176" id="3378472"] sjaminei, You may be having Object sanity issues here. I'd suggest reading that thread, and comparing your modded files against the list Heavenfall has presented there. Some things can really only be changed in the core.xml files, and the mod folder is kinda useless in such situations... https://forums.elementalgame.com/434780/page/1 A quote from that post: TechDef - this typ
Yeah I considered changing the default units until I saw that file.. omg. Now I know why they haven't changed the default units and are instead adding "difficulty traits"
Air shrills easy? They are a nightmare early on, you know they are easy to kill, but those static blasts or whatever it is just keep killing your units/champions :(
[quote who="hakkarin" reply="2" id="3378465"] Not if the archer is using good armor and has high defense. [/quote] High defense = 1 trait not spent on a damage or initiative one, and another big hit to your total initiative . (good luck killing melee troops before they get to you then) And Crushing blow.. well that high armor you have? It doesn't matter as much when it hits for 200+ fronted fully upgraded. Most likely
The only annoying thing is tornado, no cooldown makes it too easy to spam, and regrouping your armies every other turn is highly annoying. However, the AI is stupid so you can send in a couple of units before moving in with your main army, and they will get freezed/tornadoed/bombed from orbit. Kinda stupid system, but you can game it a bit.
Solution; Play higher difficulty, then the AI will declare on YOU before any silly menus ;)
Crushing Blow! Boom Dead! Try making some charge horses with hammers, and get back to me with your puny archers ;) Though seriously, try making some high initiative troops, and see how many shots you can get off before they crush you. If you have high initiative archers, yes they are going to crush. But there are spells (mass Air dodge) , equipment (trinket for +20 dodge available for troop design) , and other stuff to cou
Retire = Hide, until you get to your own designs :/ (then delete delete delete...! ) I get where you are at, the AI has too many bad troop designs to pick from....
Nobody know how to make a "set" of armor appear? I can do each item on it's own, but that's annoying... :(
Well, yes. Mods fixes everything *yay*. The point is, everyone asking for the default game changed and to boot add features, well that's not going to work. I'd rather they spend their time doing DLC's like the recent quest pack instead of making a bunch of features we don't need. T <span style="text-decoratio
If you get a popup message, you have a free pass one turn. Else, you need to reload quick, or hope you can move before they attack you (very unlikely ;) )
[quote quoting="post"] At the moment I feel that city and empire management overall are a bit too shallow, and that means most of the depth comes from combat and the RPG elements. While both of those are fun, they can get tiresome after a while and thus I feel city and empire management needs to improve. The biggest problem I have with empire management is that there is barey any management in the first place. You don't actually get to do anything other then pi
Outposts works as "buffers", they give you time to actually respond. (and no, Call of the Titans is not a proper response, it's and end-game option) Freeze/Tremor/Tornado etc. and your army will get there in time if you have roads to outposts. Cities vs Outposts? Unrest would like a word with you, maybe you need more unrest to balance your game? ;)
So here we have an obvious exploit and you suggest a fix to counter said exploit? Ehm.. no. Fix the exploit or just don't use it? Pioneers work fine atm, as you said consulates (lots of hammers) fixes growth options, as well as a ton of faction wonders, and wildlands heads. There are ways to counter "low growth" already in game, adding a completely new system in response to an exploit? No, do constructive things instead please ;) Ho
[quote who="EstyleS" reply="166" id="3378347"] Quoting sjaminei, reply 165 Two questions; I tried to add a tech in a standalone XML file, didn't work. Copy paste part of both "sources" in the Single player tech thingie. It's essentially similar to arcane armor in prereqs and all. Tech modding is somewhat annoying. See here: https://forums.elementalgame.com/445598[/quote]
You specialize cities to be pioneer spammers for growing your big cities. Pioneer population cost is never an issue in my games, and I use outposts a lot. (Huge maps) Grow it to next level, spam some pioneer, let it grow up in population again etc. I can understand it being more of an issue in quick games though, but me playing on epic it feels fine. Ask for them to scale it down in quicker games maybe?
[quote who="Derek Paxton" reply="8" id="3376404"] Quoting sjaminei, reply 4 See lots of autosave fixes, what about where your newly built unit disappears when you load autosave on the turn it was built? I have the fixes and I'm unable to repro this. So either there is something else thats playing into this that I am unaware of, or its fixed by the above fixes.[/quote] I got it again in 1.2. I had a quest up, and reloaded a combat I think, while t
Feedback: Something I notice a lot vs AI in LH, they usually go for different targets with random scattered armies here and there, but rarely do that "doom" stack appear with the Sovereign. Is it possible to make doom stacks more common? As in they will only declare when they have one ready, and then proceed towards capitol while of course sending out those harass parties. I remember in FE vanilla that on Insane I got such huge stacks sent against me (20+ sized full army (9)), and I h
Sometimes a faction bugs when settling, so there is a Sovereign without a city somewhere on the map. That could be why you didn't find him ;)
Two questions; I tried to add a tech in a standalone XML file, didn't work. Copy paste part of both "sources" in the Single player tech thingie. It's essentially similar to arcane armor in prereqs and all. Second question, I added a new set of armor, the items work fine.. but the armor set doesn't show up in the tech view. How do I add sets there? (I copy pasted champions armor def, and messed around with values) (my end goal is a file where both tech and items can
Thanks for an awesome DLC. It added a lot more spice to my game than I originally thought ;) Especially the wandering mobs was a nice touch giving some more unique presence on the map. Recommended! ^^
The AI seems to be worse in LH than in FE. My insane games feel a bit "easier" than before. The HP and defense of the regular stacks aren't up to par with what it used to be. (double HP only goes so far) I remember facing 100+ defense stacks from Gilden with tons of HP (600+), in LH I have yet to see something like that. The only "scary" stack I've seen has been a tarth mage one with double strike, and that has happened once. But I see some improvements with unique traits and what not
I don't think so. There are no settings in the random generator for that currently, and I doubt Stardock will implement it. CTRL-N spam is probably the only way ;)