But the difficulty in this game doesn't really add depth, it just adds MOAR DAKKA to the computer player's army. Which to some degree is fine - it is a single player game after all, and it's not really "cheating" just like Bowser being able to take more hits than Mario isn't the computer cheating. But it's still kinda boring, at least for me. Especially since it seems mostly heavy in the beginning; granted I haven't gotten that high up in the difficulty yet, bu
KamratMjau
The 4x games that seem to manage this best is in my experience Dominions. Due to extremely drastic end-game spells, while some players will usually be sure losers during early and mid game, there is often a action-filled endgame. Granted, this depends on the AI being able to use the spells as LH is single-player only, but even in Dominions the AI is harder end-game than in LH. Things that make Dominions succeed better at this include, I think: 1. Effective countermeasures agai
Yeah, in Patchwork it's insanely easy to max out initiative, especially if one uses custom factions. The combination of the Quick racial trait with the General class, the Fast unit trait and staves or swords is kinda insane. Thinking of lowering the bonuses from Quick and General to 5% instead of 10, and the Fast bonus from 2 to 1.
That there are mods that change the game doesn't really have any bearing on discussions of the game as it exists.
2. I guess I tend to play shorter games, in which the number of levels required to get decent amounts of army bonuses for a commander means half of the game they'll not do much at all, meanwhile an early Warrior hero can really kick-start your expansion. Furthermore there seems to be more warrior champions than commanders from the ones you get; I very often get to choose between warrior and something else, but only rarely do I get the option for a commander. 3. My thought for spel
Circonflexe: Here , if you scroll down a bit, I asked the same question, and Primal_Savage made a nice list of links to various guides and tips. Really useful. I don't particularly agree with your design goals, as I tend to want to move away from "stacks of doom", but whatever floats your boat :3. I do think you can mod "stats at unit level", seeing as how the Patchwork mod seems to do that. If nothing else you
Greymantle: 1. I changed the numbers in the CoreGameEvents, where it says " Fame *** " I changed the *** from what it was (3/50/100/200/400 etc) to where I like it (40/100/180/280/400 etc) 2. This is just for the pre-made heroes, right? They getting an inherent class has both pro's and con's... You can customize less, but you essentially ga
[quote who="Greymantle4" reply="369" id="3477911"] Any recommended settings ? Difficulty? Production pace? Pacing? Random map? Size ? Load a named map? Any mods ?[/quote] This is of course a matter of taste, but as I enjoy a long early and mid game and more of the "conquering the wilds" than huge wars, and as I'm not that good, I tend to go towards standard production, epic research pacing, manually slowed champion access, large random map, hard neutral monsters and challeng
How large is the map and how long has the match been? I've found about any game on a large map will start to take 40 seconds between turns once you've played a bit.
On the Produce Research issue, have you hovered over the research amount to check what it says? It could be that unrest penalties makes bonus small enough that the display rounds it so it isn't visible.
I simply changed how often they show up in my games, and it works very well. I changed it so that the early ones are delayed quite a lot, while the later ones aren't delayed as much, because while the gain in fame isn't linear, it isn't far from (since in the beginning there's plenty of quests and monster dens giving you fame, late game you get a flat number per turn due to buildings). In my games, they come at: 40 100 160 240 340 460<b
I think a big flat bonus at the beginning of the game carries over better into mid- and lategame than a flat bonus per turn. Starting with 500 extra gildar can severely affect your early-game strategy and allows for a much quicker expansion, which IS felt during mid/late game. Meanwhile, 3 gildar/season might be a bigger total gain at season 200, but will have much lesser effect late-game as your beginning strategies are still kinda similar. So I think a flat bonus at s
Oh, and I would like to add one more example of a game doing "balance through diversity" right, and that is more of a 4x game: Dominions. Granted, it's not perfectly balanced, but for over half the nations they're close enough that when a game starts you have no idea who's going to win, even with similar skill levels of the players. The nations and playstyles are vastly different, from aboleths conquering the seas and remotely hunting the minds of enemy champions through their min
On the topic of AoW vs FE:LH. Now, I haven't played MoM more than two hours, and that was just a year or two ago, so I can't really bring that into the comparison, but I've seen people both here and on the AoW forums claim respective game is more "true to the roots"... Why that should ever be a goal in and of itself is beyond my comprehension though - I'd much rather prefer games evolve in their own direction. Which both FE and AoW has do
Speaking as kind of a newb myself, but that has put more hours than I care to admit these last two weeks, I'd say +1 fame per turn seems a bit much for a trait, though it'd be kind of a strange trait if done by itself; if I were to design the trait, I'd have a lesser trait and combine it with something else. +1 Fame per round is a lot in the early game, but quickly loses importance as the stuff you can do with fame is very limited. I'd probably do something like: "Popu
Thanks for a fantastic mod, webusver. Thought I'd give a little feedback from my experience. Note that I'm also playing with Heroic Pursuits, so if any of these things are from that mod, please ignore :3. On balance at character creation, some traits seem so far ahead of others I'd never take the others, and the same is true for weaknesses. In particular: The circlet - The circlet that gives free enchantment upkeeps is so much better than attuned it's not even
Or poison, honestly. My suggestions would be: Heat of the Forge: Whenever someone attacks the golem in melee, they take fire damage. Cold-Iron Gauntlets: The golem deals extra cold damage with every strike. Noxious Tubes: The golem can breathe poison (as fire breathing) every 3 rounds.
Wow, thanks a LOT! Now my weekend will be full :D
Yeah, I think charms is a possible first tech if you start right next to a crystal with at least 4 materials and you're teching for early trained units... Basically, if you would normally pick leatherworking but start next to crystals, charms might be an option. I don't like the idea of the ToD requiring training. First off it doesn't really fit the flavor of the building, secondly it's a bit too harsh on undead, which already have a hard time at the start of t
Maybe add a few unique trait(s) they can take? Doesn't the juggernaut have a few? Things like Deep-Frozen Core (+Cold damage), Piston Fists (Knockback), etc.
Is there anything like a modding guide, except this one ? That one is basically just an intro to the various tools. This game seems very accessible from a modding perspective, and what has always stopped me from modding has never been lack of design skill or ideas (I do a lot of P&P RPG design) but rather that I've never been able to learn a programming language (not for lack of trying). But without understanding how the ga
Hmmm... Exactly how does initiative work? From what I've understood, each unit basically adds up initiative in a pool until they reach a certain number, and then they get to act and that number is spent, correct? What if base initiative was simply changed from 20 to, say, 25 or even 30? Then each difference would be notably smaller - a +5 would mean you get 117% actions 125%, and -5 would be 83% actions rather than 75% (with a base of 30 instead of 25).
[quote who="Primal_Savage" reply="6" id="3475992"] 1. If you've made a backup of CoreGameEvents.xml, then you need to make sure the file is not in your LH folder or it will be read as well and could cause conflicts (even if you renamed it to something else). [/quote] This was the issue. Thanks a lot!
Yes, when I was to install blood & mana I made a full reinstall (including a manual delete) of LH. I guess I could reinstall it again, maybe something were left. Is there anything in particular that needs to be manually deleted apart from documents/my games/Legendary Heroes and the standard install folder?
To me it depends a lot on the faction, and honestly, what thematic I'm after. And of course on my starting location. In my current game I play a custom faction with Wanderlust and that are generally speed and combat focused, so I started out with leatherworking to get those nice altarian leathers on my troops (and on my sovereign, who's a warrior), and took merchant as my first building to fund a larger army, followed by two spearmen units and a tower of dominio