Some good advice above. Your Race does not influence your Mage potential much. Choosing Kingdom or Empire is much more important: Kingdom has Life Magic, with healing and a great city enchantment. Additionally, a Mage can learn to summon a healing unit and a powerful defensive unit. Empires have Death magic, with lots of debuffs and a Dragon killer spell at level 5. It does not have mass damage spells though. Evil Summoners can summon lots of skeletons and learn a mass damage
Fallenchar
Play on a higher difficulty: Ridiculous or Insane. The game will be much harder - obviously-. If you can beat the game without exploits on Insane, with the Magic Victory enabled, let me know :) Personally, I also prefer to fight the environment above fighting the AI. I don't suggest bigger maps. Maybe more Wildlands. You can select Altar or a custom faction with 'Wanderlust' for more quests. Once you have seen them all, consider buying the Quest Pack or install som
Those Professions you select at Sovereign creation - like General - do not determine the traits you can select at level-up. Most of those are dependent on the Path you choose at level 2: Warrior, Mage, etc. The General traits are almost the same for everyone, with a slight difference between Empire and Kingdom. The summoning line is also slightly different for Kingdom and Empire. I don't know of any other differences.
[quote quoting="post"] I'm tempted to write up a detailed chronology of this campaign. [/quote] Please do. I promise I'll read it :)
I do not like chance-to-hit in turn based games. A broad damage range is enough randomness for me. While I dislike the whole mechanic, I do use it sometimes, when I already have some dodge to start with. Assassins (that were forced on to me) and Wraith units start with quite some dodge, making it worthwhile to increase it further.
Ha, I completely forgot about that button. I always quickly start a new game. Glad your problem is solved!
Since you asked 'the forum' what they use, I gave you my list; I never use unit enchantments. Admittedly, I have never tried your mod, so I don't know if I would use different spells if did. Maybe I'll try your mod with some changes/exceptions. Thanks for the tip.
[quote who="webusver" reply="3" id="3428508"] So there is a task that these 5 should be a more common event in gameplay. Since I already gave a ful set (3) of powerful Lightning staffs to Enchanters trait, adding Scrying pool makes Enchanters trait too powerful. So my current working version is that Scrying pool is available to everybody after they upgrade their village either to conclave, or fortress or town. Second essence is automatically added with 3 leve
I would buy a new Elemental game. Doesn't matter if it has dynasties or not. TBH, I would probably even buy it if it's Candy Crush with an Elemental theme. If I can have a choice, I would prefer an RPG with turn based combat.
1: I never use them either :) If the AI would only build troops in Fortesses, then it would be cool if those Fortresses had military enchantments. Sadly, the AI hasn't made step 1 yet. If you could change the AI's priorities when and if, that'd be cool, but you have to be careful to avoid 1 essence Towns with Heart of Fire on them. 2: You don't mention this in the rest of your post...? Would you like to set a minimum requirement of tiles for the AI to consider building
Clever tactics. [quote who="marlowe221" reply="8" id="3426590"] Hmmm thanks guys. I can already see some things I was doing wrong. Apparently not expanding fast enough for one thing. I also usually take the Mage path with my sovereign with a race that is evidently not well suited for it (Defender or commander might be better?). I am building too many buildings and not enough units. Thinking about it more I don't think I'm getting overwhelmed in terms of
Webusver, I like how you try to poll everyone about what they'd like to see in a mod. You are talking about the mage units, right? I always imagine them as regular soldiers who have learned how to use staves. Like a mortar crew. So they can still wear any armor they like.
Sounds cool. My 'problem' with custom factions is that they are either too strong, or I have to select traits I do not like. That's why I usually play with the pre-made factions. That way, at least I wasn't the one who picked the sub-par traits [e digicons]:grin:[/e] But yeah, good to hear you could make it work.
[quote who="marlowe221" reply="3" id="3426554"] Unfortunately I seem to be getting overwhelmed in terms of both quality and quality. [/quote] Both quality and quality? Man, your troops must be really terrible...ok, lame, sorry :) Unfortunately, as Gilden vs Yithril you are basically battling your evil twin. Both factions are designed to build large armies and conquer the world with raw might. No magic, no diplomacy, no gallivanting with heroes. You can
To answer your second question: Since you are on this forum, I assume you have read 1 or 2 fantasy novels? Or played an RPG? Quests...swords...armor...the correlation is strong in this one [e digicons]:frogboy:[/e] Your suggestion makes perfect sense, Webusver. But I am afraid it makes too much sense to combine quest xp bonus and quest maps in one trait. It will be way too powerful for 1 point. In general, I do not like traits that cost 2 points, so that's
No. The AI always seems to focus on my most vulnerable units: wounded ones or units with no armor. Almost exactly like it should. The only thing it does not seem to use in it's calculations is potential threat. But it has a hard time calculating threat anyway, so it's possible it does try to account for that as well. Anyway, 2 out of 3 ain't bad.
What Phillybear says: even one powerful army can wipe out all those Yithril stacks. Give it all your best troops (units and/or champs) and make sure it can take out 2 armies per turn. Give it Tireless March to increase it's speed. If Yithril has so many armies it threatens to overwhelm you, just create 'buffer units': cheap troops, like Scouts, to soak up hits and slow down their armies. Soon enough, you should be able to take the fight to him. Be merciless. Conquering cit
New and improved Wiki for LH: http://elementalgames.org
I like the merge suggestion for Warriors. I also like a Gildar bonus for Civics, as that seems closest to the intention of the Tech. Although Joeball is right that the (Gildar-part of the) economy of LH is pretty flawed at the moment. My big question about the Research traits is: do they count towards the cumulative costs of Research techs? If you start with a tech, Warriors for example, does the first research you do count as your first or your second research?
Well, you can always select your opponents manually...
I wouldn't mind helping out with the Wiki. I could write a strategy guide, or copy-paste info about traits and/or factions. Also, besides some opinions I do not share, I noticed some outdated information about weight popping up a couple of times.
I have the same problems as the OP. The game has become completely unplayable. I never had any problems in 1.3 (or older). 1.4 saw some crashes. 1.5 is horrible: lots of freezes.
Cool. I've never seen this guy and I have played 500+ hours of FE:LH!
Ok, thanx for the replies!
[quote who="Illauna" reply="9" id="3422431"] Are you continuing from an old save? If not you might need to Verify Integrity of Game Cache in steam and / or delete your folder in My Documents. I tested this and I can summon all monsters (that are available to Ceresa) in and out of combat with the exception of the crag spawn and air elemental using the familiar. Also, make sure you haven't already summoned a creature of the type you are trying to summon in comba