Anelyn

Anelyn

Joined Member # 5323233
11 Posts 223 Replies 3,264 Reputation

For me the problem with LH is that games end way too fast (disregarding the AI part). Playing on a huge map, I barely explore half of it and get past mid tech research, and the game is over (AI wins by map control, playing vs 10 opponents, we're left 5 when this happens). My research pace (on expert world / AI) is on par with AI's, my MP is top mid of ladder, my economy / production / research are all up there, yet it seems like they play their own game without me being able t

101 Replies 554,335 Views

Well graveseal can be spread with infection :) Then again that's part of design for dark / empire players, they get debuffs. Life / kingdom players get buffs. So maybe empire players can kill skeletons faster, but life players will mitigate more damage and heal it up without worries, so different playstyles :) Not all casters have water magic (nor get lucky to get a hero with the specialization). While it is nice, you don't live on magic every single combat. You use it

10 Replies 4,480 Views

[quote who="Vallu751" reply="13" id="3358434"] Quoting Anelyn, reply 6Convert any non water shard to a death one. I believe there's a limit to how many demons of each type you can get from the shards. You'll have far more troops if you stick to several different types of shards. That said, it's nice to get the power of Wither up.[/quote] Am not converting them for the demon spawns. But to increase the power / effect of my spells. As that&#

28 Replies 28,779 Views

Dear Elana, Resoln are great fun to play. My advice for a good experience: go summon at start up to skeleton horde / horrific wail, then just climb in dark / water (leveling both), then pick the -1 turn on spell cast, after either go for more damage on spells, or continue with summons. Convert any non water shard to a death one. Blind + slow + curse + graveseal + wither + beguille (from the black widows or w/e they named the first spiders you can train) spread with infec

28 Replies 28,779 Views

The idea is you can only lower the cast time by 1 turn. Most powerful spells (kill, aoe damage etc) have 2 turns cast time. If you go that route you can't pick other talents you would have picked otherwise. For example you go straight for -1 on cast times, I get Air Elemental level 12. You start your cast, and I spawn an elemental on top of you knocking you prone (or anyone else nearby) then he 1-2 shots you before you get a chance to cast :)

6 Replies 13,378 Views

Good points MadDjinn, remember that LP on Civ5 where Genghis Khan DoWed you from behind Germany with no way of attacking you without attacking germans who were bigger than them, and he kept throwing demmands at you which you could ignore because he had no way to get to you :) I think same happens in LH. I had Yithril DoW me on a huge map (I haven't found their borders yet) but they never had a single unit coming toward me because I was surrounded by 4 other faction borders. I believe the

99 Replies 420,634 Views

Hey MadDjinn please take a look here, and if you have time, maybe get in contact with Frogboy & Derek! [quote who="Frogboy" reply="78" id="3357896"] Re AI, if people are beating the AI beyond challenging, then we need them to explain what basic things they're doing to beat it. They're not beating the AI because spiders sometimes web an already webbed unit. There is some more fundamental strategy being employed that I'm not aware of.

38 Replies 48,754 Views

The monsters destroying improvements / attacking cities is a bit random (it feels to me, if they don't have a unit to chase, they just wander, if the rng path generated for next move is overlapping / intersecting an improvement or town in their way, they will attack). I had a fel dragon army (yeah he joined up with 2 spiders) sitting inside a village borders wandering back and forth in Altar land (he was next to a city of mine) for over 30 seasons and never attacked it. And his lair (drag

99 Replies 420,634 Views

If you have to cast a 1-2 turn spell (if there's no other caster in enemy army to interrupt it and waste your turn), you first move as far to back row then start casting while rest of your units create a protective shield around you. The design of AoE Damage spells is risk vs reward. How you position / manuever troops and predict enemy movement, to get a good cast off is part of your planning. That's why they do damage to everything in area of effect - so there is a drawback a

6 Replies 13,378 Views

@Frogboy MadDjinn is a well known strategy beast (he's streaming live various strategy games and collaborated with develeopers to help improvements / bug fixes etc) and he plays only on ridiculous diff. I'll give him a poke to contact you (he's very sharp and notices AI mistakes strategy wise, short-long term etc). I think it has more to do with AI priorities than with it's building path. For example am playing game on expert world / AI, huge, everything normal o

99 Replies 420,634 Views

Heroes do have special equipment, but most of it is found from treasures / deafeating tough enemies / bosses / quests. Adding a RNG factor regarding those items (most likely you won't find same things in successive games) adds to diversity. If you knew you had to research or build X to get that super mega Bow which will completely break your hero and make it a semi-god, would you still try a different play?

24 Replies 6,429 Views

@MadDjinn you have access to fire resist early in game from magic research (and if you are low on crystals, you can opt for pursuing warfare techs for weapons and armor, and use the crystals on cloaks). Not saying it completely negates the advantage, but if you spent 100 mana to pump out some units to do more damage, you won't have that mana to heal, debuff, cast dmg spells - at least early - mid game. Maybe they could add a maintenance cost for the spell scaling with number of essences i

89 Replies 272,466 Views

The game should delete the old faction file before saving the new one instead of updating it. Also Gandalf, what's with the Primary Color and Secondary Color? I can't find any references and I have no clue what they affect - they have no effect on clothing, nor on faction borders / buildings colors as far as I can tell.

10 Replies 19,263 Views

Well, this actually helps to keep the balance :) Haste allows you to act more often during a turn, not to get more turns, same as slow delay your actions until end of turn, not prevents you from acting for X turns. Think of it as an army with 2 movement and one with 4. Both move once during their turn, but one travels further :)

24 Replies 6,429 Views

I would like to take the opportunity to ask the devs to take a look at some spells and adjust them to scale either with level of caster or shards power. A positive example is Entropy from death school. Doesn't take many shards to boost the damage to remain competitive past mid game on higher difficulty settings. A negative example are all air school damage spells. One does 10 damage no matter what (true can hit up to 5 targets, but when those targets are peaking in 100 hp

89 Replies 272,466 Views

It has a cooldown of 5 turns. Just because you act more often during same turn, this does not affect the abilities cooldown. A game combat turn passes when every single unit played an action. I tested this with a level 10 air / water mage (with my air power I was getting 10 initiative boost from haste) going solo against an enemy scout. I slowed him and hasted myself, then cast wraith touch. It didn't come back off cooldown before scout took 5 moves. Not to mention archery is easi

24 Replies 6,429 Views

General note: mages (fire / lightning / cold) now deal 0 damage to enemies immune to their element, instead of dealing reduced damage (resistant to damage changed to immune). So you need to plan carefully on which types you make to fight what. This also means buffs to fire and cold (you can get immunity mid-end game) also affect this (which is not a bad thing for Yithril for example who can't make ranged units and always was taking full damage from mages). This further pushes the end game

89 Replies 272,466 Views

I did play as an archer Assassin (yes was with Tarth, but believe it or not most of your damage in a battle comes from normal shots). What can I say, at start is a pain until you get a better bow (if you're lucky to get the Ignyss quest, is fine, otherwise not so great). But then it starts to catch up as you hit shadowstrike and get better bows. The initiative is also becoming a non factor past early game (all higher rank bows have lower penalty on ini and you can use mounts that

24 Replies 6,429 Views

As I said in another thread, since .09 I noticed AI is designing it's own units as they unlock tech. And they are defo not units I designed. For example Yithril had a level 7 scout with 30 armor and pikes, Tarth had ranged scouts with bows, and also like 6 different types of archery units with different names and equipment (some had high defense, others dmg & initiative, others spell resist etc). And late game Tarth did use my slayer archers - Scarecrows - mounted archery with top end

7 Replies 11,611 Views

I believe that is not really related to factions, but to number of Victory Conditions available. Look at Civ 5, there's plenty of ways to achieve victory, and fit various playstyles and challenges. This adds a lot to strategic diversity since you can't use same skeleton for your faction to achieve different victories. I would like to see a VC where you have to conquer all wildlands for example, to civilize the world or something :)

23 Replies 19,690 Views

Well except for the obvious custom kingdom / empire files which you can't delete from ingame :) But yeah, I usually delete all saves between patches (since there are so many changes). And delete all custom units I designed for a faction when I play it again (as I want to try new things etc).

7 Replies 11,611 Views