[quote]IMO, Legendary Heroes is a natural progression in that trend. Would I have cut encumbrance? Probably not. But I'm the guy who made Galactic Civilizations which is fully of opaque game mechanics (like the approval rating in that game, holy cow is that insane). [/quote] Unfortunately the removal of encumbrance (and without some other system to replace it) completely ruined my enjoyment of the game. I spent countless hours experimenting with (since I had to fi
Trifler500
I liked the encumbrance system! What I would do is put it back and divide it into ten equal segments. Then, make the first two segments have no penalty, the last segment have double penalty, and all of the segments in between have x1 penalty.
The dual-wielding axes are bad-ass, but I also really liked those 2H swords and hammers. Isn't there a way to leave them in and allow us to choose eligible weapons for upgrades (weapons not selected would never be used by that unit when upgrading)? For example, I'm designing a unit as normal, but instead of the Upgrade option at the end of each row of a certain weapon type, there's just one button. Selecting it makes all weapons my faction can ever unlock appear, with the ones I d
Another thing that I've been thinking about is that the early summons aren't worth anything later in the game, so those ability points are essentially wasted. So after reading the posts in this thread, I'm thinking something like this might work: - The further right you go in the Summon tree, the stronger the summoned creatures are. - Early summoned creatures (left side) are small and get physically larger as you move towards the right side.
Happens to me as well. I do not think it has to do with memory. It happens more often when I start a new game without restarting the game, or loading a save from a different faction without restarting the game. I have a Radeon 6870 video card with 1GB of memory.
[quote]In addition, are you implying that all criminals are mentally ill (this is not a challenge, but I really would like to hear your thoughts on this)?[/quote] Well, every single one of the mass-shootings going back to Columbine were perpetrated by people with a history of mental illness.
I like the idea of the Governor path, but I tend to be hesitant to use it because a Champion parked in a city doesn't gain experience. If there was some mechanism that provided xp based on the amount of benefit provided to a city I'd be more inclined to use it. Just something I thought I'd share after watching this video.
Really would love it if the game would save unit designs in a sub-folder for each nation (i.e. Altar units in an Altar folder). Then we wouldn't have to prefix our names.
When I complete a map in the campaign, and it continues in a new area, I find that it doesn't load the units I designed earlier in the campaign. I'm guessing it isn't looking in the Units folder. As a result, I have to delete the units I created in the Units folder and then create them again.
It would really make it a lot easier to keep our unit designs organized if you could please make the game save each faction's units in their own sub-folder. For example, Tarthan units would go in FallenEnchantress\Units\Tartha. These sub-folders should be created automatically with the first custom unit design the player creates for that faction. That way, it can handle custom factions too.
bump for .0982
[quote who="Kongdej" reply="7" id="3242717"] Quoting Trifler500, reply 6If the units remain as they are then I would prefer a mod that simply removes all of the default unit designs except the Pioneers. Poor AI players... Sincerely ~ Kongdej[/quote] Just for the player. lol
Thanks. Hopefully SD will notice this. If the units remain as they are then I would prefer a mod that simply removes all of the default unit designs except the Pioneers.
It would really make it a lot easier to keep our unit designs organized if you could please make the game save each faction's units in their own sub-folder. For example, Tarthan units would go in FallenEnchantress\Units\Tartha. These sub-folders should be created automatically with the first custom unit design the player creates for that faction. That way, it can handle custom factions too.
Are you guys interested in hearing about things that don't make sense with the default unit designs, or are they intentionally flawed to tone down the AI (Since players can make better versions)? - For instance, the Horsemen don't have Greaves, even though it would not affect their encumbrance. - The Defenders (Goes by different names, but same design: 1H Blunt + wooden shield and leather armor) upgrade their weapon as new weapons become available, but don't upgrad
Nothing wrong with dumping XP. Win7 is vastly superior, and absolutely nobody should even consider buying the 32-bit version of Win7. The computer vendors haven't even offered the 32-bit version for almost a year now. The 64-bit version is simply the way to go. I'm a Computer Consultant and I tell my clients that I'm happy to reinstall their 32-bit O/S on their old computer, but if they're buying a completely new system, it's 64-bit only. As for the stats t
[quote who="Lord Reliant" reply="4" id="3098572"]It takes money? I think it costs production that you can't use in your queue for other things, but I don't think it costs anything.[/quote] It doesn't cost money to build it, but they have a maintenance cost in Gold. I think each one costs 1 Gold/turn in maintenance. I'm not sure about Wheat Farms, but I know each Shard costs 1 Gold/turn. Stables cost 1 Gold/turn.
Really small thing here, but I figured I should still report it or someone might never notice. The Gildar faction "Horsemen" unit came with a full set of leather armor with the exception of Greaves in my game.
Well, you can easily create a cheaper Scout and give it a Telescope for the early game. You can create a unit with Clubs, a Wooden Shield, the Muscle trait, and the Ironhide trait, although it's not cheap. I created a unit I call "Banner" because I made it as cheap as possible. It's not meant to fight at all, just stand there. What it brings is the Shieldwall trait to buff the other units. I tried creating a cheaper unit of Spears using the Conscripts trait, bu
Hmm ok well it's different than the way it used to work so I guess you just changed it.
If nothing else, I'd like to be able to have unarmed Pioneers and scout units. Either that, or give us some free "weapon" that we can equip.
When giving a unit an order to move to a spot that's multiple turns away, the unit will move that turn, then when you end the turn, the unit will not move. The unit will then move the turn following that one. So, it skips the turn following the turn you give the order. Also added to Support forum. ^^
Agreed. I was about to post about this when I saw Stohrm's post. Either the Pioneer unit's cost should be reduced so that it can be four people without costing more, or the Pioneer unit needs to be specially coded to have the cost of one person no matter which unit size icon is selected. Personally I prefer the former since it allows you to design your own Pioneers if you wish. With the latter we're always at the mercy of the Devs to fix the glitches.
I was looking forward to this update so I wouldn't have to deal with the automove bug from 1.39. Unfortunately, there's still a small issue: When giving a unit an order to move to a spot that's multiple turns away, the unit will move that turn, then when you end the turn, the unit will not move. The unit will then move the turn following that one. So, it skips the turn following the turn you give the order.
- I wouldn't mind it if they would reduce the materials requirements across the board. - Pioneers could be a group of people if they allowed them to be unarmed so we didn't have to pay for the club. - I'd also like to see all the icons shifted left one so that the icon with the silhouette of one head isn't used anymore. If you can't make individual units, then that icon is no longer appropriate.