Dragon loot should be rare, if it can't be based on the actual difficulty of the fight relative to your army. Dammit Jim, they're Dragons.
Brewskin
Just tested quest maps with a custom faction via the cheat menu, they are working for me. Have you researched the appropriate tech?
Try turning off cloud sync, or offline mode, worth a shot.
[quote]Added under options the ability to look at a bunch of internal names in the game. - Note: If you do a full update under options and wait through the process, it should also pick up your user internal names as well.[/quote] Does this mean it will add my custom sovereigns and/or units to the database for use as heroes/monsters?
I really appreciate the install instructions, as well as the idea of a manual. I'm hoping to give the editor a try this weekend(if I can stop playing long enough). I know squat about modding beyond some simple file editing, so workshop tools such as this are a godsend to me. I've been having ideas of a LotR conversion for LH, similar to TA:TW or the ME mods for Civ, making quests based around the main events; thinking this tool will likely be invaluable.</
I played a lot of sandbox .91, several sessions of 4 or more hours, couple of times a lot more, zero crashes. Been regenerating maps and watching the AI for the first few turns since .92 released, probably 3 dozen maps or so by now, zero crashes. My PC is nothing special, Win 7, Geforce 9200, 4 gigs of RAM, everything up to date driver wise. Game has been very stable for me.
I've been generating and revealing maps(challenging, dense everything, medium), running a few turns to watch the AI(normal); after about a dozen or so maps I have a few observations. It seem the AI has much better initial placement, typically clear for 3-4 spaces, with mostly medium stacks nearby. Did see a deadly stack within 4 spaces in several of the maps, maybe a quarter, but no closer than that. The AI sometimes will just
And it's released, time to try out some of these new tweaks. Edit: After first validating the game files, I found that this update there were 5 files that failed the test; this hasn't happened the last couple of updates, so just a general heads up.
Yea halmal242, dinna see your post until after I'd made mine, I'm kind of slow. [quote who="halmal242" reply="18" id="3358499"]-2 Init for Chain and -1 Init and -1 Movement for plate.[/quote] This sounds good to me, keeps them different while not too restrictive.
Anyone who's ever worn actual chainmail can attest that it is more cumbersome than a well designed suit of plate. The weight of all those links, unless made with modern alloys, is substantial, and as most of the weight is on the shoulders, it can wear you out quickly. Add in the heavy gambeson worn underneath, and it becomes even more bulky. A good waist belt helps to alleviate some of the burden, but not by much. Chain armor's attraction was that it was relatively cheaper, and
[quote who="Lord Xia" reply="1" id="3358469"] Nope, never. I don't find playing to win a very fun way to play. I know that sounds ridiculous, but I usually like to experience the world, develop champions and cities, watch the world develop around me, explore, etc...Winning isn't a big deal to me. I think that's why I am so drawn to games like Crusader Kings II, where the goal of the game is playing the game and experiencing it, not getting to the end
[quote who="bpalczewski" reply="15" id="3358104"]Similarly, there should be an info on hero's screen saying how much xp bonus he is actually getting (from spell/equipment/bards/other heroes etc.) [/quote] This I like.
Flavor text for the pertinent techs still refers to Missionary Halls and Embassies.
[quote who="Trojasmic" reply="34" id="3358058"] quoting post *** Unreleased *** Removed the Potential 2 and 3 traits Now make Potential 1 = 25% exp bonus.[/quote] +1 to this.
In faction traits, the tooltip for Legacy of Serrane has an extra line of text: "Caravans are immune to attack" is stated twice. On the strategic screen, when hovering over Research, this line needs fixing: Increase "you" research per turn....
Definitely liking the majority of these changes, not sure that I like the nerf to Propaganda. Dunno if it was just the RNG, or something else, but in my last game(800+ turns), I only ever saw one event, and this was with events set to the highest setting. I also think the expansive trait may need a hard look, AI with that trait still go crazy with the pioneer spam.
Thanks for posting that Azunai, I'd seen Joeball123's breakdown before but couldn't find it, saved me some testing.
D&D nerds, card carrying member since Nixon's summer of shame.
Mages are already the best of the classes, imo, can't see making them even more powerful. The current system seems to be pretty close to alright, and as far as mages not getting to move much, I have to disagree. In my games, I almost exclusively play a Mage, and he is generally the fastest unit on the field. With a good commander along, it's not uncommon to cast 2 spells in the same round, that's pretty potent.
Good point Azunai, thanks mate. The main difference is the Sovereign and the heroes development, Warrior Caste just gets you a bit of a jump on leveling to the good stuff. Though, starting at 6th level, henchmen can make good admins right off the bat.
No worries. I've been involved in medieval re-creation for several decades; tend to pick up a tidbit of knowledge or two, along with the broken bones, bruises and tumors. [e digicons]:grin:[/e] Side note, the term "heater" is often used in medieval based fiction, even in "historical" novels. Unfortunately the term dinna come into usage until the Victorian era, and was coined due to the similar shape of the shield.... to the clothes iron.
+1 to this, magic items should be completely separate from normal items in the equipment screen. Ideally, what I would like to see would be separate categories(normal and magical) for each weapon type, and each armor type. Robes should be on their own lines, as should non magical staves. There would be at least 3 versions of each, which would necessitate creating a few new items to flesh things out, such as high level fire, ice and lightning staves. &
Having used a variety of shields in combat, how they are fastened or held can vary quite a bit. For the typical "heater", or triangular shield, the arm is usually not parallel, but more diagonal, with the hand pointed to the top right(backside) of the shield, and as Lord Xia notes, at rest the shield would be sideways, or even top down, point up. Still, most fighters will go with what works best for them, some will have the arm perpendicular, secured down the center
Thanks guys. I wrote this more with a newer player in mind, as well as for those who find the XP in game to be lacking. Multiple high level heroes are no prob with this design. It only feels exploitive, you do still have to fight the critters. [e digicons]:grin:[/e] I agree that Henchmen as Admins are crucial if you go wide, but just noticed that the faction wide unrest reduction for Admin 3 has been reduced to 5% in the upcoming patch. Also that
[quote who="Publius of NV" reply="6" id="3357715"] If the AI player offers you 10% of their income and says that they would be willing to pay you some amount more to convince you to take it, it's even stupider than I thought.[/quote] This is how I've always understood it to work, always makes me SMFH.