LordTheRon

LordTheRon

Joined Member # 631039
28 Posts 483 Replies 690 Reputation

[quote who="Alstein" reply="25" id="3391390"] This is looking super-impressive, though I wonder how the AI will handle things, as Triumph has a bad reputation for AI. If Triumph gets the AI down, this could be a genrebreaker. Between this and Stardock's 2 upcoming offerings, and At the Gates- it's going to be a rough market for TBS games in the next 2 years, but good for fans of the genre. <br

51 Replies 185,609 Views

[quote who="Murteas" reply="6" id="3391384"] Currently I am playing with the Wizards and Demons mod which gives a separate summoner class. I think that mod has it nailed really close to right. Currently, I think the mod has the summons a little too powerful, but ultimately, it is really fun, since I want to have monsters in my army. I would be all for Stardock to take another look at summons and improve them.[/quote] +1, but I'm perfectly satisfied with th

16 Replies 64,412 Views

Oh boy, that new gameplay trailer from Gamescom is looking AWESOME! Really looking forward to it. Hope they're going for a public beta.

51 Replies 185,609 Views

Ds, please check out this thread . There's a problem in one of your xml-files causing the game to crash. Can you fix it, cause I like your mod.

31 Replies 39,561 Views

Thanks for the reply and help Derek. Sad to hear that my really fun game will never see an end now, but I'll try again after removing the culprit. Is is the one that belongs to the Age of Fangs mod (if I do a search I see two of them)? If so, I'll notify DsRaider about this.

2 Replies 9,860 Views

Caravans are a total nuissance imho. Never liked freighter in galciv either. It's cumbersome to protect them and a waste of time to go after them.

13 Replies 27,426 Views

I was having such a good time in my current game, but after quite a few turns tonight (on the lastest 1.3 beta) my game crashed at season 200. I reloaded, also from older saves, but it keeps crashing over and over. Anything I can do? Here's my save and debug.err

2 Replies 9,860 Views

[quote who="FeloniousMonk" reply="252" id="3389685"] Under "View Fallen Enchantress: Legendary Heroes update history" on Steam, a post by Yarlen says that the 1.3 beta has been refreshed today (August 15th, 2013, about an hour ago.) Fallen Enchantress: Legendary Heroes 1.3 Beta Refreshed Community Announcements - Yarlen Stardock Entertainment has released a new refresh for its opt-in v1.3 beta for Fallen Enchantress: Legendary Heroes today. T

270 Replies 670,123 Views

Been a long time since I used the Outpost upgrades, but I found one useful in my current game to block of Capitar from sending pioneers through. I upgraded to the hightower to get a +1 zoc, but then the not so funny thing happened that my zoc actually decreased by 1. We need a fix here!

5 Replies 6,538 Views

[quote who="abob101" reply="48" id="3389124"] Guys thanks for all the input. It's really helpful because I like to bounce ideas around. 5) Make it so that when you cast a strategic summons, the caster is unable to cast *any* other strategic summons for X turns where X is the power level of the summons spell. So Shrills summons are power level 1, you can cast another summons after 1 turn. A Death Demon is power level 5 summons so you can't summo

349 Replies 1,262,339 Views

Thanks for the update on that, Derek. Really liking the direction the 1.3 patch is going. While you're poloshing the hiergamenon to the new LH rules, could you also get rid of those annoying caravans? It's a leftover from FE and they're really just in the way lots of times.

270 Replies 670,123 Views

I agree on especially your first point. That's the most annoying ai issue That's left for me. The AI has really had a boost in 1.3 and I see some good things, but this really doesn't fit in. 2nd problem isn't so big for me at least. The AI manages to produce some nice stuff but it could probably be more efficient. 3) caravans just need to go. They're a relic of FE and don't belng in LH. They have no function other then being annoying.

10 Replies 22,283 Views

[quote who="abob101" reply="43" id="3388608"] Just thought of another option, I could remove the casting time but add a cooldown for strategic summons. Tactical already has a cooldown so it would mean they work kinda the same. Possibly also increase mana cost for strategic summons for balance. I did a quick test of the option 3 above, and although it works to set movement to 0 for a few turns... I can't seem to get it to prevent further spells.... so it

349 Replies 1,262,339 Views

[quote who="abob101" reply="37" id="3388558"] LordTheRon - good spot. I've been able to replicate it and unfortunately looks like it's a bug. The bummer is that it's not just the Ignys spell... there's nothing particularly wrong with that spell... you can replicate it with any other spell under the right conditions. I am presuming you have 2 champions in the one stack and you're trying to cast a summon spell (Ignys) that has a cast time greater

349 Replies 1,262,339 Views