Nargaff

Nargaff

Joined Member # 668165
37 Posts 30 Replies 10,870 Reputation

When I auto resolve a fight against 5 air shrills the damage from the shrills goes to a single unit. This is not what happens if I fight manually. The shrills deal damage randomly to my army. None of my units gets a lot of damage dealt. The auto resolve behavior means that a unit can easily be killed if I have to clean a area from shrills and auto resolve. This requires me to fight every fight manually even when the shills are way to week to be a real challenge. Can this be fixed in a way tha

3 Replies 2,827 Views

Can the abiliy to initiate diplomacy by right clicking a unit please be deactivated? The functionality prevents you from interacting with a tile via right click when a caravan is on it. You can not walk on the tile, get loot from it, attack an enemy or can't even interact with you own army on the tile. I had all kinds of problems with this. I don't think there is much lost if this functionality is disabled. It is needed sometimes to make first contact, though.

0 Replies 1,403 Views

What is the Potential skill good for? I thought you initialliy loose a skill because you choose Potential instead of something that makes you stronger. In the long run Potential would make you level faster so you would make up the lost skill and even get more skills, but I found this is not really the case. I always wondered why the bonus is only 15% it seemed way to low to make real difference. Today I wanted to test if Potential is worth the inverstment. I set up a game where I kept my sove

34 Replies 37,970 Views

Hi, in the attached save game there is a Henchmen army standing directly next to a quest location. It's the only army that has moves left. When the quest is triggerd the following combat can be decided by just one move of one of the Henchmen. The Lord of the Flames does not ever fight back and none of my units is ever hit. Nevertheless in the post fight status report the leader of my army is shown as being wounded in the combat. I had this in another quest before too, but didn&#39

0 Replies 1,399 Views

I played on Ridiculous/Ridiculous and high monster density on a huge map with 9 opponents lately. Overall I found it a lot easier than expected and I think one reason for this was the monster density. I don't know if this has been specificly pointed out by a post already. I only read about this in posts on other topics. The huge number of high level monsters is a big problem for the AI. It is not able to handle them properly. The monsters regularly raze AI cities. I haven't f

0 Replies 3,455 Views

I had a game lately where I found 3 hate stones in a row and I frequently get the impression, that i find the same items over and over again. Maybe something in the random number generator is causing this? There are random number algorithms that generate not so random numbers if you always reseed them with a new seed instead of generating several numbers from one seed. I think the Java Random class behaves like that. If you always create a new object to get a new number the numbers are not as

23 Replies 32,895 Views

Hi in the attached save game there is a pioneer unit that has moves left. When you try north of the citiy Cilecrir on a road tile, for example to the shard the path finding does not us the road but instead takes a longer route east off the road. The fastest way would be to go to the hill north of the Kraxis iron mine and take the road from there. https://www.dropbox.com/s/l3s2hds4t07ejdn/wrong%20pathfinding.zip

0 Replies 1,341 Views

Hi, I just had a crash at the end of turn. I had a Syndicate army selected at the moment, maybe it has something do to with the crash. Here is the save game: https://www.dropbox.com/s/zej7232rqe9v4kq/LegendaryHeroes_Crash_2013_6_8.zip

0 Replies 1,454 Views

The game crashed at end of turn. Here are the dump and error log: https://www.dropbox.com/s/hgn8h19ogtpmpjc/Crash_2013_05_19_I.zip

0 Replies 1,327 Views

The game froze two times today at end of turn. It didn't crash, so there is no crash dump. I only can provide the debug log. https://www.dropbox.com/s/jgi8oc8in6doc11/freeze.zip

0 Replies 1,466 Views
Reply to Armor Nerf? in LH Support

I think the problem is swarming. Every unit around you adds to damage and accuracy. So all of them have a considerably higher attack than normal. I don't like swarming for that reason. It should be a special ability for some units or creatures and not work for everyone. Armor really has become pretty useless.

14 Replies 9,369 Views

[quote who="Kamamura_CZ" reply="38" id="3354239"] I don't really get why all axes are two handed, while vast majority of axes used in medieval combat was one-handed, used with shield. [/quote] That's because the strongest axe is two handed. If you build on handed axes with shield early game you can not upgrade them to the stronger axe later because of the shield. It breaks the upgrade path. There were one handed axes originally, but they where changed to two handed

56 Replies 142,126 Views

I had something similar. A monster walked into a tile next to my city at the end of my turn. In the new turn a unit was built in my city and placed in this tile. The Spearmen and the monster ended up in the same tile without a fight. I've also seen Monsters and AI units walk onto the same tile. I thinks this is a threading issue. The actions of the Player, Monsters and AI are computed in parallel on multi core systems as I understand. So they check where to move at the same time and they

7 Replies 5,383 Views

It definitely didn't happen to me every time. After I figured out what happended I tried to provoke it, but it needed around 3 tries to get a crash. I too think this crash is also in FE. I had frequent crashes in 1.4, but I didn't know why back then.

2 Replies 2,069 Views

I can provoke a crash in the following way. It does not always crash but very often. What you have to do is select a monster that is in you territory at the end of the turn and click Next Turn. The crash is not reproduceable, i.e. if reload the save game and try it again it may not crash. I added the debug output and dumps of three crashes: https://www.dropbox.com/s/38ka1ovg9iddk0n/Crashes.zip

2 Replies 2,069 Views

I placed a Arcane Monolith on fertile ground next to a fire shard. There was essence around the shard and next to the outpost. First some a tile next to the outpost lost its essence when I placed it. Then when I built a Fire Altar on the shard more of the essence disappeared. Is this normal or a bug?

0 Replies 1,349 Views

You are right, I wouldn't use Veteran or Experienced on a regular unit, but it can be very handy for Henchmen. For example, I build Goveners to place in my cities and reduce unrest. By using Veteran I could build Govenenors that startet with all the Unrest reducing Commander Traits including the one that reduces unrest empire wide by 10%. I think that is pretty overpowered. I'd like to see custom skill trees for Henchmen that are not quite as powerful, but that is a topic for another

13 Replies 8,294 Views

It just happened again. I have a save game to reproduce it. The city Regava has a Stable in its build queue. When you click Next Turn the stable moves behind the Merchantrcross Bazaar. https://www.dropbox.com/s/is91spxiy2w2xa9/Resource%20moves%20in%20queue.EleSav

3 Replies 2,478 Views

I just started a new game. There was a clay pit next to the city if founded. I put it in the queue and the Tower of Dominion after it. Now after several turns the Tower ist built, but the clay pit is still in the queue. It seems it moved from the first position to the second.

3 Replies 2,478 Views

I feel the way the notification bar for events on the right side on the strategic map is not used optimally. Most events happening in a new turn should go there. Currently there is a mix of popup dialogs that lock me in, and the notification bar. Popup dialogs have been pretty much standard for these kind of games. For example, if your build queue in a city runs empty you will be greeted by a popup in the next round which demands a decision what to build next. But I feel these lock-in

1 Replies 2,321 Views

As I said I don't do it often too and I think the preselection already solves it in parts. Most of the time when I fight dragons I will cast the Nature's Cloak on everybody. I'd rather have this checkbox behavior for selecting units in a stack, but I it would interfere with the behavior that the stats of the unit I clicked on last are shown on the left. It would probably be confusing if I would see the stats of the last unit I deselcted.

6 Replies 3,600 Views