[quote who="ElanaAhova" reply="31" id="3333435"] Perhaps coding some sort of 'formation' that each army uses when placed on the tac map would force the AI to keep each sides forces together when setting up the initial placement? [/quote] This is my favoured solution. In addition to the idea that stave-wielding mages should be placed at the back where they belong, I like the notion of the "Battle" button giving you a quick prompt where you can choose between formations li
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I mainly just wish that I could use shield bash on a horse!
[quote]Suggest having Engineers to build roads. Have a switch to turn on road building so that all you have to do is move the Engineer. Could be used for other tasks like draining swamps, digging canals for irrigation, and building city walls.[/quote] This is an idea I'm not for for a lot of reasons mentioned here as well as on other posts. An engineer unit would create a greater degree of micromanagement and road-spamming ability that is unnecessary. While I do agree
This sounds like a really good way to troll the AI early on. Since they have huge power scores and look down on you, just offer them tribute when you have negative income. This will improve your relationship with them. Now, offer them resources at high prices and increase your per turn debt. Rinse and repeat! Now you are draining the treasury of a heap of AI players in addition to your own.
I don't know if this is a bug or just an AI fault or something to do with power level calculation, but the Resoln declared war on me and two turns later had their sovereign's army parked outside my border town. "Great," I thought, "They've planned this war out, then!" They then proceeded to attack a fortress with 14 defender groups with an army of 5 units, in a battle they couldn't possibly hope to win, and proceeded to get slaughtered without killing anything.
[quote who="mqpiffle" reply="2" id="3343972"]If you want more levels, bump up world difficulty (=higher level mobs) and set monsters to dense.[/quote] My main objection to this is that on hard difficulty settings and with dense monster concentration, the AI starts having a significant problem dealing with monster mobs and gets a lot of their cities razed by wandering monsters. It's rare enough at moderate coverage that I don't mind, but I feel bad for them on dense.
I would first of all like to compliment Stardock on the great job they did with the Defender tree. The Defender tree has all sorts of interesting and exciting abilities on it that are numerous and frequent enough to make me feel like my hero is actually gaining fun and tangible benefits at every turn, rather than long strings of uninteresting numbers. So great job, Stardock! My only gripe at this point is, in a game where 15 or 16 is considered end-game levels f
Now, here's a question - if your champion had less than 10 exp points when he incurred this injury, would he drop to zero or would he drop into the negative regime and have to remake that to level up? Just wondering which it is. I think this happened to a level 1 champ I had just got but I didn't bother to check.
[quote who="mqpiffle" reply="12" id="3342706"]IMO hero level-up traits need to be buffed. Each trait should be far superior than the current meager traits we get (even the new Warrior traits are still blah.)[/quote] I cannot agree with this more. It irks me so much that I have just fought my way through 10 hordes of rampaging enemies, just to gain a "+1 to attack" trait. It's so... lacklustre. And, as has been repeated on so very many threads, it doesn't feel "legendary"
Ah, thanks. I didn't know that! My friend actually informed of that today >_
I'm not sure if this is a bug or not, or just some part of the patch notes I missed, but I've noticed in my most recent game that several tiles which were completely devoid of resources when I first discovered them had gained resource icons on them (suitable for city-founding) once my city borders had reached them. This isn't unwelcome, but is this supposed to happen? I certainly don't remember it happening before the 0.75 patch.
Overall, I love the way tactical combat works in LH. I think that both armies starting closer to each other and being thrown straight into deadly combat is a fun way to play a battle out. I do have a few objections, though, not specifically to wolves (their initiative IS a bit high and they can slaughter an early army with ease, but I can cope), but to the starting layouts, which, as many above have pointed out, are completely random. I have often had a single hero start out in the mi
[quote](5) Most recent city defense battle: Very large, 9 defenders + militia and statue. AI attacker hand large army (9?). Tac battle played out on the city street setting. Two my my units were placed off the map, about 8 "space" into the black, empty area around the map. One was a militia, the other a 'city archer.' Neither could move from their space. Each was cued to move. The archer was able to fire on units on the actual map.
[quote who="GFireflyE" reply="8" id="3338331"] My opinion of road building is to have entire segments of road, where a segment is defined to be between two cities or between a city and outpost, able to be built through the city build queue of the source city that the road is built from. This constuction does not require the need of an engineer unit. The farther a road segment is to build, the longer queue time the build will take (perhaps 1 turn for every two tiles). The route
I am a roleplayer at heart and one of the things I really like about this game is the ability to create custom factions and sovereigns and give them backstories. It may sound like a minor issue that not many people care about, but I find that when I type up a backstory, sometimes when I click away the entirety of the text just disappears and is replaced by the stock message, e.g. "Faction backstory here. Make it good!". I also find that if I do manage to make a backstory for my sovereign I ca