UncleJJ44

UncleJJ44

Joined Member # 4877917
2 Posts 52 Replies 387 Reputation

The new game sounds very good. The closer you get to MoM the better as far as I'm concerned. I always disliked playing with my sovereign as a unit so that alone is a big improvement. More powerful magic and the crafting sounds like the game will be a lot more interesting. I have hardly played LH at all, and did not like the various directions it took. A big disappointment for me. FE was a much better basic game in my opinion. So it

171 Replies 702,586 Views

Lack of defence is certainly one problem with the monster hero types but a bigger one is their lack of movement. Most seem to only move 2 tiles. If they can't move 4 like a human hero when mounted on a horse then they are of very limited use. Moving at half speed means they are about half as useful strategically and often tactically as well. Worse than that they slow down the army they are stacked with. Currently all end game trained units are

28 Replies 91,018 Views

@ bigduncm24 : I haven't done any modding, but I think that we already have a means of changing all the HP for units by means of global multipliers. That is how game difficulty is adjusted which affects the HP of all monsters and AI units separately. Those multipliers simply need adjusting to get most of the effect I outlined,

41 Replies 41,614 Views

I agree with the OP. I think that the game would be improved by reducing effective weapon damage, but I think that it is easier to implement by increasing the HP of units. There are many more weapons to adjust and monsters don't use weapons and all need adjustmensts. Simply increasing all the HP of units has the same effect with fewer things to change and we already have provision for multipliers to HP to deal with the % bo

41 Replies 41,614 Views

I have had maybe 50 enemy sovereigns surrender since FE was released and they all suffered from this in one way or another. In FE it was mostly 20 to 40 leather greaves and lots of other random junk. In LH it has tended to be a lot more horses and wargs sometimes as many as 12 horses and 5 wargs with other junk leather and multiple weapons (probably from loot and some quests). I sell all the spare loot and it is often worth over 1000 gildar and that alone makes the sur

6 Replies 6,051 Views

[quote quoting="post"] Last game: 6x5 middle map, 4 ridiculous AI, playing with Pariden Fact: My heroes used only general traits !! (this is a serious problem) - my sovereign and 1st. heroe are mages so at 1st lvl i pick mage than 3 potential and knowledge and than the spells. When i start picking spell demage i already steam rolling the map so does not matter what i pick. I barely touched the fancy trait tree -with 3. and 4. heroes i tried the other 3

38 Replies 100,975 Views

I just disband any mercenaries and the Knights of Ashok that I don't want because they cost too much. It is a useful source of extra population when I want my cities (usually a fortress) to grow fatser, just move the unit to the nearest city that needs more pop and disband. JJ

21 Replies 31,882 Views

[quote who="muminus2" reply="37" id="3341763"] For me, what is the most fun in War of Magic / Fallen Enchanteress was the heroes and the RPG element - gaining loot, increasing skills etc. I expected that "Legendary Heores" - as the name implies - would concentrate on heores and icrease this game aspect. However, it seems now its otherwise. The fame system gives me quite large number of useless heores (in FE I never used more than 2-3 heoes), now mid in game I have like 5-7 mo

58 Replies 75,269 Views

You guys have already covered all these points but I'll add my vote to the pile. The technology should be moved later in the research tree and the individual towers split among various technologies. There have been several good ideas here already as where the towers could go. The spell of mastery should cost a lot more mana than other spells. JJ

32 Replies 96,697 Views

Deorcnysse is exactly like that in my game, still a village at "level 8" which only requires 200 pop and is therefore the same as a normal level 3 city. But the good thing about this Deorcnysse is that it has +3 grain, +3 materials and +3 essence on top of the 5/3/2 location yield and that makes it quite a useful city (or village). With a Scrying pool I have a 8/6/6 city and with those 6 city enchantments it cranks out loads of gildar, research and mana and c

3 Replies 8,405 Views

I am trying to reply to 3 posters at once... but the forum seems to not like that much [e digicons]O:)[/e] [quote quoting="post"] -- In addition remove the experience talents. Those that have done the math and understand the levelup curve know if the talents are correct or not. They either take them or don't. Whenever someone does take bonus exp they get nothing fun for that level. I would remove bonus exp from all parts of the game.<br /

17 Replies 88,566 Views

High Tower, Consolate and Stables are all useful for a few outposts depending on the position. I've been using these since FE was first released. Never used the others but I can see that Abbey, Armoury and Fortify could be useful if playing on very high difficulty and needing to fight a very tough battle versus an AI or tough monster. Rush buying some of these could make a big difference. I only play on Expert so that hasn't happened yet and I always

155 Replies 130,958 Views

[quote quoting="post"] I have become agitated with having the selection "shoved in my face" when I have the fame for a hero. Instead of the current system, I propose that qualities of heroes cost different amounts of Fame. This will let players pick heroes when they want them, and spend an according number of points to adjust the quality of hero available. [/quote] Agreed this would be a much better system. Let players hire the part

39 Replies 135,847 Views

I agree. We are getting far too little experience from clearing monsters and quests. Levelling is too slow and not rewarding despite the new ideas. The balance just isn't right between melee champions and the new high level upgraded trained units (now that extra figures can be added later in the game). Spell casting champions are still extremely worthwhile as support for good quality trained units. But melee champions are only useful for a few quests and high

14 Replies 66,299 Views

[quote who="Sanati" reply="43" id="3338199"] Quoting Frogboy, reply 38 In tactical battle, I think you should be able to summon multiples. I honestly don't think the tactical summons need any more work, it's just the strategic summons that are too limited/weak to compete as troops.[/quote] I agree tactical summons are fine, they provide an excellent distraction and extra damage and can be summoned anywhere on the battlefield. Allowin

65 Replies 78,997 Views

It seems to me that there is far too little experience in the game now. Levelling is slower and less interesting that it was in FE. This is partly due to the fixing of Tireless March which used to stack on all champions and while this may have been overpowered...it was fun [e digicons]:D[/e] and allowed players to concentrate on the interesting parts of the game. Multiple instances of Tireless March allowed a stack of 6 champi

101 Replies 321,678 Views

[quote quoting="post"] The game is well done but I have some issues. Tactical battle formations stink! Sorry to be so crude but that's how I feel. Units are badly placed. A mage was placed 5 tiles from all other units even though he really had no spells to cast. My unit with highest initiative was placed at the rear and blocked from moving. Trench warfare was not invented until the 19th Century (American Civil War).&

23 Replies 17,447 Views

I agree with your observations concerning the interplay between accuracy and dodge. The simplistic formula used to determine hits has been criticised for months without any acknowledgement from Stardock that there is a serious problem with that part of the game. Several alternatives have been suggested that work like the damage versus armour formula and these would mean that even ultra high dodge units could still be hit occassionally by ordinary troops and that ul

9 Replies 22,505 Views

[e digicons]O:)[/e] turn 720... and you have 840 research per turn. You are not doing it right at all You could get a lot more gold if you just researched Refined Economics (that should take about 2 turns) and you get 10% extra gildar from all your cities including the one with the treasury vault. By turn 720 you could have researched that at least 100 times => 1000% more gold / turn. Using that technique you could have the gold income you&#

23 Replies 74,807 Views

I have just finished a game with Gilden under Lord Markin and before the game I was looking forward to using Golems as a unique troop type. I was hoping they would add flavour like the Juggernauts do for the Trogs under Warlord Verga. My game with the Trogs and designing different sorts of Juggernaut was fun and they were useful troops. But any Golems I could design were a terrible dissapointment and hardly usable, sure they were high HP and defence but terribly slow

2 Replies 7,212 Views

No. The caster's rank does not affect the level of the summoned unit directly. The summoner pick for a Sovereign gives +2 levels for all summons and each of the 3 levels for the summon promotion adds another +1 level. Additionally permanent summons cast outside of battle can gain experience and further levels like other units The basic level of elementals is also affected by the number of shards of the appropriate type for Ice, Earth and Fire types. I&

10 Replies 14,109 Views

[quote quoting="post"] Hi, I'm just getting to grips with this game. I think I've got most of it down, but I'm still confused about summoning monsters. Am I right in thinking that each summon spell can only be cast once at a time? I'd imagined that it might be possible to specialise in summoning to the extent that you could summon significant forces if you invested enough mana. But if you can only cast each one once then practically you'r

10 Replies 14,109 Views

I agree that only one Tireless march should apply to a stack of units but think this is the wrong way to apply the change. It was overpowered when multple copies of the spell could apply as in previous versions of FE. That made a stack of heroes extremely powerful, able to move many tiles (up to 13 tiles with 9 champions) through enemy territory in ways the AI could never deal with. Or those extra moves could be used to complete 2 quests per

26 Replies 24,593 Views