Young crow demons are good if you can get them up to size 5. One strategy is to snake to a shard with a good forteress. Build the shard only after the city touches it. Now the demons will have all stat boosts from the forteress, including enchantments. Save some easy targets near the town to number up the crow demons (use wither). If you are lucky and find a 3 essence spot and get a fire mage for Heart of Fire you can get a 12x5=60 fire attack unit quite early that rips throug
KayserCEO
For a future expansion I'd like to see terrain play a greater role in the tactical combat. I.e. tactical terrain that provides defensive bonuses, archer on a hill means extra range, etc.
I've noticed this. Sometimes I have built cities next to monsters, with protection from eg a hero but needing help from the city militia to take out the monsters. but the monster never attacks and so the hero is stuck in the city, because the city militia alone would lose to the monster... Now I know I could have safely left... :)
I got it, but it seems broken. AI does not settle cities. It does not even build a pioneer in the 50 turns I checked.
Select Lith Seratta in the city Timbraikat. Walk to the Slaver Caravan to the west. Offer Daxus a job, pay him 120 gildar, and tell him to attack his former employers. Game now crashes for me. (Any other quest answers work.) Not sure if this is 1.3 specific. Savegame: https://docs.google.com/file/d/0BwWub_tVgp0PU2p2aGQ3blRPZGM/edit?usp=sharing
Agree magic weapon glass city militia are a bit silly. They should have a mix of best non-magic weapon and patches of 2nd best armor IMO. Forteress should also have "regulars" are a bit higher level, perhaps 2*city level. @StevenAus: You are right. I forgot that.
[quote who="ginryou" reply="6" id="3382187"] Armor Penetration is kinda useless. [/quote] The problem is that 33% is too low. Bash doubles the attack value which approximately halves the value of the armor. Besides it performs two of these attacks in the same turn. So it's effectively 50% armor penetration + a double strike, and also performs both of these before the defender gets to counter attack, reducing or eliminating the counterattack nearly as w
I agree it's a bit of an annoyance to manage items. I think the idea of a "messenger" (modified Henchman?) would just create more management, not adding to what I consider fun. My solution would be that once some mid-tier magic technology (Third Book of the MAgi, for example) is researched items can be traded freely between any heroes as if they were all in the same square. Not sure if it's moddable, but it should not be hard to implement.
I'm experimenting with Juggernauts in my current game and even though I find clubs to be the best weapon for normal troops, axe seems superior for the Juggernaut. Mostly because you always get a backswing at the end when you use maul ability. The weapon Maul is tempting but with -6 initiaitve it is so slow for this offensive kind of unit which basically relies on hitting first. Has anyone got any good results with other Juggernaut builds? They are a bit weak on the defenc
[quote who="Timmaigh" reply="11" id="3381930"] There are patterns in random number generator? [/quote] Probably just exploiting the fact that you can reload and repeat the exact same sequence and get the exact same result. Or the implementation is flawed. I find it hard to believe patterns can be found in-game that can be used to predict outcome in subsequent situations.
Frogboy, why don't you take charge and bring some innovation to the AI scene? I'm looking for something newer than the old heuristic-logical-semi-cheating AI. An open interface-, crowd sourced-, or neural net AI would be cool. Perhaps a combination of those. I don't care if it sucks at the beginning as long as it can improve and learn from its mistakes.
[quote who="Mistwraithe" reply="90" id="3381244"] I'm not sure it would be possible to run similar GotM for LH simply because the number of exploits are so large and have such a huge effect on gameplay. [/quote] Word!
Does anyone have some proper reference cards for LH? I'm thinking excel charts where I can compare weapons, armor, buildings, etc. I frequently run into questions like: "If I build a workshop, will it take a turn off the Town Hall?" and "What is the metal cost for item X (which I don't have yet)?" Many of these things can be looked up in the Hiergamom, but for sure not everything is there, and it's certainly more convenient with a paper at your side when playing than the l
A question from me since I'm not a modder: Is it possible to configure abilities that activate/deactivate depending on if the weapon is equiped one or two-handed? I.e. if the other hand is free then some ability kicks in. This would open some interesting options for bonuses when the single handed weapons are vouluntarily carried two-handed: Club: Crushing blow only available when two-handed. Axe: +50% damage when two-handed. Sword: +1 counterattack and +10 dodge wh
Staffs: Staffs are underpowered as of now. Staffs, not daggers, should be the choice for mages. All staffs should give an init boost of +3. I would also love to see a Staff of Haste with init +8 and the ability to cast haste for free. [e digicons]:D[/e] Spears; Love the idea of extra range for spears. They should be stronger as you say and not AP. Clubs: Good as they are but the bigger ones should be two-handed. These blunt weapons rely on being heavy so I can't understa
It depends somewhat on his spellbooks, but I have experimented with making my sov a commander. It works quite well given the fact that he has -10% unrest modifier compared to normal champions' -5%. This allows me to run my capital with max efficiency earlier, giving me a push on that exponential development scale. In my last game I tried this with Relias despite his fire/air combo and even that worked out fine. PS. The commander tracks do in fact stack. Merchant IV gives y
Does magic damage also get reduced on counterattack?
Why can't it be "Doubles the effect of all enchantments". That'd be a true Temple of Essence.
Darn... I was expecting -40% and got only -15%... this ruins my whole game... [e digicons];P[/e]
ToE is supposed to give -10% unrest per essence, but seems to give a flat -15%. Even I can see that the XML is wrong.
ToE is supposed to give -10% unrest per essence, but seems to give a flat -15%. Even I can see that this the xml is wrong.
[quote who="Heavenfall" reply="5" id="3379237"] It is very low to maintain some balance in the game, and to prevent the winning side steamrolling over the entire map (win one game -> much more likely to win next -> win whole map)[/quote] Wouldn't this just be positive and a desired behavior? Once you start defeating the first few AI armies you have pretty much won anyway. This would just make the mopping up faster and more fun.
I definitely saw the AI take an opportunistic blow on me yesterday. It was a fight over a border city which I had just taken. He was heading straight towards it with a big stack, obviously aiming to recapture it. I was just able to reach the city with my sov stack but.as I was about to optimize my sov's gear for the fight I accidentally hit his eject button. As he has 0 movement left I can't get him back into the city this turn. [e digicons]XO[/e] The AI stack op
[quote who="DsRaider" reply="4" id="3377526"] Ignys are usually very easy to kill. Even the groups of 3 don't take much to kill.[/quote] Agree. Good for leveling early.
Hmm... Issue seems to disappear on reload. But it comes back as soon as produce growth is queued. As soon as it is at the end of the queue it has effect on the growth (wrong). Even if it is then cancelled, the effect remains (more wrong).