Fallenchar

Fallenchar

Joined Member # 4962290
10 Posts 405 Replies 11,060 Reputation

You should get a message about the spells cast, just like the messages about finished buildings etc. If you didn't, I suggest you check your settings and version of LH. Strategic spells are very powerful, maybe a bit too much so. An easy solution is to stay out of your opponents territory. Only invade when you can take a city/outpost that turn.

28 Replies 89,581 Views

1. You can already build roads manually. I guess you want more? Might be nice, but it's not that big of a change. 2. Why? Offsetting the benefit of a building (whatever it is) with a maintenance cost always feels artificial to me. It is certainly not deeper. But I agree with your general statement. Unfortunately, I don't really know how to make the strategy part deeper. Maybe buildings that allow unique units, like in MoM?

12 Replies 16,676 Views

My point exactly. If you do not use the exploit, producing pioneers does not slow down your economy (or not by much). They are pretty cheap. I guess it's fair to say outposts are usually inferior to cities, and therefore should be easier to build. However, you can also argue that it's up to the player to decide what to do with a pioneer, so it's a bit of a non-issue.

37 Replies 63,233 Views

[quote who="Mistwraithe" reply="7" id="3378171"] Quoting Fallenchar, reply 6Every time a city isn't capable of reaching the next level and the growth rate drops, you might as well build a pioneer. Correction, you may as well queue a pioneer. There is no need to finish building it, you can unqueue it when you have added more food buildings. [/quote] I did not want to mention the big elephant in the room :P In theory, pioneers don't cost

37 Replies 63,233 Views

[quote who="GFireflyE" reply="1" id="3377596"] No love for more resource types?[/quote] No. Sorry. Keep the suggestions coming, though!

14 Replies 13,021 Views

[quote who="GFireflyE" reply="3" id="3377716"] Quoting darkiemond, reply 2 Here the stronger you get the more cowardly the AI becomes. Indeed. It does feel quite backwards. You get ahead and you are able to steamroll as a result. At the very least, the remaining factions of the opposing alignment (kingdom/empire) should consider working together to bring you down. [/quote] Backwards? It seems l

5 Replies 6,985 Views

Great suggestions. AI armies not giving much xp was always a bit of a bummer. Your solution is very elegant, imo. And a little fame to compensate for the bad rep you get for wiping out a faction would be a nice gesture.

18 Replies 31,895 Views

In my current game, the best defense (and also employed by the AI -it is getting smarter!- ) are strategic spells Tremor, Freeze and Tornado. You can immobilize enemy armies forever, once they are inside your territory. You just have to make sure your borders are far enough away from your cities. I have never fought a siege on the defending side.

17 Replies 10,614 Views

The TAB key is your friend. It points you to units with movement left and idle cities. I don't really see how you cannot research anything...as soon as the Research screen informs you research is done, select something new! The essence/available spells icons could be clearer, I agree. The same goes for the available movement squares in combat. Please devs, make them a bit darker again!

22 Replies 70,571 Views

Staffs would have to be a lot more powerful than they currently are for me to ever consider using them for a mage. The initiative penalty is too much of a drawback.

17 Replies 9,263 Views

After I read Trojasmic's thread about Resoln on Rid/Rid, I had to try my favorite faction on Insane/Insane. I've played Ins/ins before with the old Fallen Enchantress, but that game always seemed a little easier to me than Legendary Heroes. Besides, I usually create a faction, as that's part of the fun of playing for me. But yeah, well-made custom factions are definitely stronger than pre-made ones. Skip the next part if you just want to read the good stuff: <

12 Replies 28,413 Views

To be fair to the OP: if you are not in the habit of checking the stats of individual units, those shamans will be an unpleasant surprise. The other Wildlings are pushovers, so suddenly facing 3 Shamans can really hurt. Later on, you will have various means to take out those Shamans before they can act. Trust me.

23 Replies 125,204 Views

Threat levels are a broad indication. As such, they work fine. You can always check out the specific stats of enemy units. You should probably always check the stats if the threat level is higher than what you'd expect. In those cases, one or more units are likely to have nasty spells or immunities. Threat level seems to be calculated based on the totals of Attack, Defense and Hit Points, adjusted by the aforementioned spells and such. Initiative seems to be excluded from

8 Replies 18,780 Views

Like Sjaminei said, Essence cities can be slow starters: less material and grain hurts growth and building. Especially the difference between conclaves and fortresses (with higher material yield) is very noticeable.

14 Replies 17,890 Views