Darxim

Darxim

Joined Member # 5123501
35 Posts 434 Replies 680 Reputation

1) Trolls have regeneration. They heal more each turn than your poison from the poison sac deals. 2) I've seen stuff like this happen. It's really annoying. I like the game being harder, but in ways that are transparent to me, not in ways like this. 3) Lairs occasionally spawn armies that are immediately mobile. There's a bug in the game currently where they often won't leave the lair, but they're supposed to. Another thing tha

5 Replies 32,051 Views

As long as they fix all of the crashing problems, we don't need to reload autosaves. As it stands, however, I'll get an average of one crash every two hours of gameplay, and I'm not just going to quit the game every crash, I'm going to load the autosave. I'd like things to be as they were when I load that autosave, rather than avoiding combat and sometimes losing production. It's easy to fix the autosave issue, they just don't do it.

13 Replies 58,661 Views

They don't actually pull you into their square. Instead, if your army had a destination set, they automatically move towards it after being attacked. I consider this to be a bug. If you don't leave any armies with destinations at the end of your turn, you won't see this happen.

5 Replies 5,909 Views

This is a typical problem with the autosave. The city improvement that you built that expanded your borders over that Twilight Bees had completed during the autosave. Any time an improvement or unit would finish on the turn of the autosave, if you load that autosave, the improvement/unit is lost, as if you had never queued it up. The only workaround I've found is to quicksave at the end of every turn, before hitting End Turn. This works because the quicksave occurs

2 Replies 3,604 Views

@coyote: It's both. While it's random as to whether or not you get attacked, the bug is that autosaving occurs while stuff is happening, so things are changing as it's saving. This is what produces wonky autosaves. So, when you load an autosave, it's anyone's guess as to what got saved and what didn't. The way autosaving SHOULD work, is that when you end the turn, it should save the game BEFORE it does ANYTHING else (even processing the fa

13 Replies 58,661 Views

Stacking units already occurs with non-player-controlled units. You can have AI faction-controlled units in the same square as monsters and ruffians or other factions. It happens all the time. Only the player is restricted from doing this. So, basically, the problem you're citing with the "cure" is already in the game, and has been for quite some time. It's been reported several times, too. Hell, I reported it back when LH was still in beta (althoug

8 Replies 10,501 Views

@Flector: Yeah, that's the main problem I've found with this game type. Fortunately I haven't actually run into that problem yet. I have noticed that, even though I'm pretty far along, the AI player still doesn't have anything beyond the initial 3 items in their shop. :/ I really want to get some mounts. @ davrovana: &nb

14 Replies 22,791 Views

So, you can't actually set this gameplay mode in the game (can't turn off conquest), but with a little self-regulation, you can still do it. In Adventure mode, you... - Can only win the game with a Master Quest victory (although you can't disable Conquest victory, so you'll have to control yourself). - Play with monster difficulty on Insane. - Have only one AI player, set to Easy (or Hard+, but nothing in between because that actually makes it e

14 Replies 22,791 Views

I agree with this. The game allows you to interact with it before it's your turn, but doing so has a high chance of crashing it. It would be nice to know when it's safe to do things.

12 Replies 6,623 Views

45. Ranged AI units that have been webbed will not attack . They simply pass instead of attack while they are webbed. My ranged units can still attack when webbed, just AI units won't. 46. Tangled Web's description does not mention that it reduces dodge to 0. It makes sense that a unit couldn't dodge while webbed, but the description still needs to state it.

26 Replies 20,336 Views

I'm pretty sure it's not supposed to specialize. Other than that, IDK, I've only conquered it once (it just isn't near me in most of my games).

4 Replies 6,387 Views

[quote who="smeagolheart" reply="32" id="3392138"]I find that I need a commander in my first two or three heroes. With no roads everything kind of grinds to a halt. With roads you get a huge advantage over the monsters of the world and the AI. Logistics are key to victory.[/quote] I just play as Mancers every time. You can build roads without commanders and the extra movement rate just helps all around. They also get an accuracy bonus which

39 Replies 108,692 Views

You have to look at the tech tree and see what's increased. If it went to the tech you're currently researching, you'd just have to know how much was there before. There's no clear indicator other than "Hey, there's RP in that tech I haven't done any research on yet." You can't accidentally trade RP. You can't trade RP at all, for that matter. Only KP. You can only see how much KP you have to trade by opening up a trade dia

60 Replies 189,667 Views

44. When an AI player (not sure if it's also for the human player) begins casting the Spell of Making, and their sovereign is defeated in combat before they finish, the progress bar for casting Spell of Making continues. The spell doesn't resolve at the end (hence this being a minor bug), but the progress bar continuing makes it look like it's going to complete no matter what you do other than wiping out the entire faction.

26 Replies 20,336 Views

If a wiki does go up, the first thing I'm going to put on it is the stats for all the champions. I want to be able to easily look up the details of each before making my choice (looking at the XML is more trouble than it's worth). You know, when I'm not choosing solely based on magic trees. If neither choice gives me access to a new tree...

60 Replies 189,667 Views

I think the crashing is only relevant because it makes him have to load games. It's the loading of the games that causes the erroneous growth amounts. I've noticed that if a city runs out of food, and growth goes to 0, when the city finally has enough food to continue growing, the growth number doesn't change until the next turn. That may be related.

2 Replies 2,764 Views

Added 3 new items, and reformatted a bit to make it easier to glance through. - Add Resource Improvements (such as Mines and Shards) to the Build menu of the city it's tied to. Also their upgrades. - Add Outpost Upgrades (such as Stables and High Tower) to the Build menu of the city it's tied to. - Add a button/hotkey to select all the units that are stationed in the currently selected city.

7 Replies 13,925 Views