[quote who="merlinme" reply="9" id="3374716"] It's the cumulative effect which is ridiculous; if you use all buff city spells, the total effect is a square of the essence. One and two essence give you +1 and +4 to stats, 3 essence gives you +9 to stats, 4 essence gives you a practically unstoppable +16. [/quote] True. But remember that high-essence tiles are low on food and material. I have never seen a tile with more than 9 total yield. This takes some edge of
KayserCEO
Love Heart of Fire. It just makes finding and developing those high essence tiles so much more rewarding. I would like to see some nice unit-boosting city enchantments on the higher spell levels though. For example +1 lightning damage per air shard for units trained in the city. This would be a L4 or L5 air spell.
ZoC does not get updated the same turn a new building is constructed. New buildings can however still be built in the to-be ZoC (which forces a refresh).
I would like to see more negative traits. It makes unit design much more interesting.
[quote who="Frogboy" reply="55" id="3373812"] Ultimately, since FE/LH is a single player game, some of the onus (imo) is on the player to choose not to make use of exploitative strategies. For example, you can exploit the game by training pioneers and then canceling them. Is that going to get "fixed"? Probably not because it's a single player game and that's a self-inflicted exploit. [/quote] What do you mean? That an exploit that would give you, sa
Correct. But a predetermined sequence of turns is sometimes desired; for example it may be desirable to seed the RNG with the same seed after reload. This could be done to ensure a sequence can be repeated if desired and to prevent the most simple form of reload-until-you-get-what-you-want. The hard way to prevent it is to randomize all drops on map creation and keeping it as part of the map save. If I could make a wish I would like to have both options: (1) Same RNG seed on r
The game should end quickly when it is clear who is going to win. I only say one thing: Singularity Planetbuster :)
if you are binding the spawned unit gets the city's boons however. You can create quite evil groups of cyndrum demons (70 attack) with a good fortress and some enchantments near a death shard. just make sure the city touches the shard before you build it. With corruption you can get a demon from everY shard. Keep some weak units (ruffians ideally) around to grow the group. You can get all demons from your best fortress by sacrificing the weak ones then rebuilding the forte
[quote who="Derek Paxton" reply="6" id="3373646"] One big offender that I have changed for 1.2 is the Shattered Statue goodie hut. Previously it gave out 1 of 5 items (instead of any common item). Because of that if you got a lot of Shattered Statues around you it was a lot more liekly you would get a bunch of those items (Stone Maces, Escape Scrolls, Hate Stones). [/quote] This explains a lot. Stone Maces and Hate Stones were the items I was most fre
I am with you Darxim.
I would prefer if I could chose what I wanted to upgrade to. I may not want to upgrade to the "best" item in the category according to what the game thinks. For example, it may make sense to keep the +initiative boots on the archers and not upgrade them along with the rest of the armor.
Ok, so it's not only me that thinks the random item generator is strange: https://forums.elementalgame.com/445758 Please fix it if. PS. If this is intentional, please comment how it works so I can take advantage of it. I.e. if there is some mechanic that makes certain things more/less probable I'd like to know...
Currently the movement points do not display fractional units of movement left. The fractions needs to be displayed since it can be vital in determining if you can move to a safe spot on a road with monsters next to it. This can mean the different between life and death, and it's silly to wait a turn just because you're unsure how far your unit would be able to move. On the higher levels every turn counts...
Units/armies currently lose movement points in a number of irrational situations: 1. Starting in the same army as a unit with lower movement. There is absolutely no reason why my 6 move hero should only be able to move 2 tiles just because he happened to start in the same army as his familiar. 2. Moving onto the same tile as (and auto-merging with) a unit/army with lower movement (and enough free unit slots). Why, oh why do you have to lose moveme
In playing my games I get a feeling that something is fishy with the algorithm that decides what items I get from goody huts and lairs. My feeling is that items, especially weapons, re-appear over and over in the same game. For example, it is not uncommon that I receive two or even three identical items in the first 10-20 goody huts/lairs I grab. In my last game I had 5-6 +3 initiative dagger type weapons on turn 80, but no spears or axes. In another game three of the first
Agree completely. Open the AI interface and allow you to watch your AI play against itself and/or others' builds.
OK something definitely has to be done about certain traits. I just won a insane/insane no city challenge with a modified version of this build. No cities meant no road building abuse and (almost) no technology, and no horses(!), but that didn't hinder much. I used lucky as the fourth racial attribute to boost the mauls which worked well. Towards the end my cave bears defaulted around 105 accuracy which got further increased with the swarming bonus. I consistently got 4-