the point of it is to make troops worthwhile. if there was nothing to discourage multiple heroes, then you'd just run around with a group of 7 heroes conquering empires easily. Champions represent Leaders of Men. Dominant personalities. They work best when they each have room to express themselves, and troops under their command. the fact is quite simple, the game is better this way. i didn't like it at first, but it is far more balanced and logical. you
NanakoAC
Just felt it would be fun to mention this. In one turn, simultaneously and without my doing anything, i just got 3 messages from Yithril. They were, in this order: 1. The altar pose a big threat to us, can't you see that? please open your eyes and fight them. blahblahblah (a message of no real consequence) 2. Your insolence can no longer be tolerated. We will wipe you from the face of the world! (Yithril declares war on me) 3. We bow down to
ah video game economies. exploiting a monopoly since day 1. i think preventing too much easy gold gain is a good reason to lower selling prices. but imo the buying prices for equipment are a wee bit too high. i'd like to see them set at 4x the value, rather than 5x
yay i got a response from posting a repro. now i just need to make save files for the other bugs i'm reporting =)
i donty like charge personally. if you dont win on the first turn the enemy is on the offensive and probably surrounding you
I'm seeing some strange values for movement ranges on my units in a tactical battle. The situation is thus: My soverign has Tireless March active, and is mounted on a horse. She has two movement. shouldn't she have 5 moves in tactical combat? Default 2, +2 for the horse, and +1 for tireless march ? A random dude, on foot, with a warhammer in the same army army (not a champion) has the Charge Trait. On the first turn of battle he gets 8 movement (!)
Atm i have my familiar in an army, and along with it, a champion who can use Command. I'm trying to pull off what i figure would be a neat trick (if perhaps a bit powerful) of having the familiar start casting Fireball, and then the champion use Command on the familiar. The idea with this is that the familiar would immediately finish casting the fireball, letting me get a good shot off while enemies are still clumped up However, instead, i noticed tw
Hi everyone. At the moment, i'm stuck in a loop of constantly losing a city, to what i'm pretty sure is a bug. An enemy army attacks the city, which has five defending units in it. (note: the default max army size is five, so there shouldn't be any problem here) When the battle begins, only the first 3 units are in the defending army, and i'm forced to battle using only those. After i lose that battle,
An old problem from FE, which still doesn't seem to be fixed in LH Whenever i return to the main menu and load a game, it crashes. So i get exactly one load per session, and in order to load a saved game i have to completely quit the client and restart it (otherwise it's just going to crash anyway) am i the only one who suffers from this? FE has always been unstable for me :
So i'm defending a town for the second time ever. The previous attack was ~6 turns ago And i have no militia defenders. The place is only defended by what few units i had in there, which isn't enough. why hasn't this bug been fixed yet? :( In the previous attack i only lost 2/4 of the militia units, so logically there should be at least two remaining, if nothing else.
[quote who="Foxd1e" reply="9" id="3337053"] Why would it take any new traits? When you upgrade a unit you can currently only choose between armor and weapon upgrades[/quote] because when you design a unit, you can choose up to 3 default traits for it to have. And if the target unit you want to upgrade to has a different set of 3, there would be a problem to be resolved. iirc we're discussing a potential overhaul of the upgrade syste
[quote who="Foxd1e" reply="6" id="3337044"] Quoting Sanati, reply 2 Ya I don't like the upgrade system as a whole at all. I'd rather they get rid of it and just allow is to upgrade to another designed unit on our list. There's no control right now as is, so I just don't bother with it. Disbanding and training new units usually ends up being less of a headache. I'll tell you one thing, It's a whole lot cheaper to just disband and recruit a n
[quote who="schattenjaeger" reply="5" id="3337038"] The problem with that, though (aside from suspension of disbelief) is computing cost. Every custom transition would also have a custom cost associated with it (the difference between unit type x and unit type y, plus probably some gildar to cover "retraining").[/quote] um, no ? This is a simple one-time cost.Which a player will, at most, do once every few minutes. or maybe 50 times simultaneously in
Hi everyone. I've always been convinced that the AI was cheating with regards to diplomacy pacts, now i have proof. See this save file: http://www.mediafire.com/download.php?oe3775gma5cwm3l The file was saved in FE: LH v0.51 so it will probably require the same to open it As can be seen from the diplomatic information, i have a non-agression pact with magnar, which is fairly new (turn 8 of 50) &nbs
we just need to be able to upgrade arbitrary unit X, into arbitrary unit Y. none of this mucking about with specific types of equipment.
range 4 is too much. i like the idea of them being a powerful tool, at a cost to range. Personally i think the range should be reduced to 2, even lower than it was before. but perhaps even increasing the damage farther
if the familiar was treated (and deployed on the battlefield) like an archer, then i think that'd solve most of the problems immediately. that said, it is still vulnerable to enemy archers and other ranged attacks. just being able to cast courage and stoneskin on it (rather than directly giving it more tankiness) would help just fine with that too. perhaps as a balancing mechanism, having a familiar out could somewhat reduce the sovereign's XP gain. mayb
the summon familiar spell creates a little pet which can cast the same spells as your soverign, and seems fun to have around however in practise, it's not. in fact it's an extremely frustrating piece of deadweight you have to lug around until you finally give up and let it die. It has 8 HP, and only gains 2 per level. it has no defense, no dodge, and Not Enough initiative. Also it counts as a unit, not a champion. Which severely limits the
[quote who="Jean=A=Luc" reply="49" id="3335436"] I really hate exp enhancing traits/perks/feats in general. They are either useless noob traps or mandatory free power that makes early leveling boring. Would hope to see them completely removed (except as starting factions traits and such). [/quote] This! Xp enhancing skills are illogical, because XP is the means by which you aquire those skills. If people feel these are necesary, then perhaps the XP req
ok so, same problem as before. administrative heroes are still useless, basically. we need heroes to be able to gain some administratively related xp while governing a city. The exact numbers can be tweaked so that it's generally weaker than adventuring, but the concept has to be there
opinions aside for a bit. I believe that the way heroes are supposed to work, is that if they fall in combat, they sustain a semi-permanant "injury" and are returned to the front line or to the nearest city, depending on the circumstances. AFAIK, it is not possible for any hero or champion to die permanantly, and any behaviour in which that happens, is a bug. unless the developers have made some statement to the contrary, any hero which is "killed" and then removed from your empire, i
fwiw, i think all monsters should attack any target of opportunity. Whatever process they may use in determining a target, the presence of a player-controller (or lack thereof) should not influence their decisions in anyway if the AI isn't able to evaluate local threats, and either eliminate them or keep a force ready to defend from them, i think that's another matter which needs work.
tidal wave is amazing. but the map generation can make it hard to use. Given that there's no boats or naval warfare in the game, there's generally no continents either, the whole map is one big island with just a thin ring of water around it.
for what it's worth, me and my cousin care passionately about hotseat multiplayer, we want to be able to take our own faction each and conquer the world together however he's expressed other more pressing concerns regarding a relative dearth of factions and leaders, lack of religions and civic/governmental controls, and terrain artwork. so multiplayer isn't the highest on our most desired list