He's always the first to snuff it. And I always give a little snicker of joy when he does. ;-)
mqpiffle
[quote who="AlLanMandragoran" reply="4" id="3498205"] The downside of this play-style is that it ends up feeling like pioneer spam, [/quote] BUT there are great strategic choices here: where do I spend my logistics (pioneers building outposts and gathering resources vs spamming units.) And also how do I use my pioneers (more cities, more outposts, or upgraded outposts.) The mechanics are sound, and fun.
[quote who="mqpiffle" reply="1" id="3497990"] *Unit details screen needs to show active enchantments and status effects affecting the unit. [/quote] *There also needs to be a way to end enchantments that are no longer wanted.
[quote who="XWerewolfX" reply="3" id="3498142"] I agree that the sovereign spells shouldn't cost the unit its turn. [/quote] Yeah this one really irks me. I thought the Sovereign was supposed to be intervening in an omnipotent way. And the fact that the spells are barely reworked from LH is crude and cheesy. We can do (and should expect) better than that.
* Why does every damn level-up perk have to be in some kind of tree/prerequisite set-up? All of the perk options should be available to choose at any level, being more or less of equal power, with the principle of choice being the ultimate limitation. For instance, as it is now when leveling Tandis the player should always pick the bottom row first, because the options are just better. Also, the perk lines just don't make any sense within their own continuum. *Af
*Marching Orders sovereign ability does not work. Essentially, the unit gains 0/1 moves. *Setting a unit to 'Guard' should not automatically consume all (or any) movement points. What does Guard do, anyway? *There are some interesting things going on with cities being attacked and city defenders leaving cities. I'll often have 'City is under attack' notice without anything happening. One time the city defenders exited the city with my army
Will we get any incremental patches between the major beta states listed in the OP?
[quote who="AlLanMandragoran" reply="2" id="3498027"] Example 3 - enemy AI in tactical dogpiled a single tile. Those bastards. [/quote] Yes, and this map just needs to be fixed.
That does look pretty cool!
*Unit details screen needs to show active enchantments and status effects affecting the unit. *City screen has 'Production' column labeled as 'Materials.' Which game am I playing? *City Card (lower left on main gui) is using the Mana icon for Essence.
[quote]-Units become incredibly weak late game. With no way to upgrade the damage on troops they quickly fall behind champions and have no real way to do any real damage. Champions can fight late game monsters such as Harbingers but normal troops just can't hurt them at all. It gets to the point where unless you have champions in an army that army is completely useless. Troops can get high hp and defense but without attack... [/quote] Level them up. They gain atta
[quote who="parrottmath" reply="19" id="3497906"] So far I'm liking the things in the game, although may I wish for (I know I won't get it), but if my hero or unit equips a shield it shows on that unit? I'm fine leaving the armor the same, but I really like to see the weapons / shield change even if it is the change between 1 hand with sheild or 2 hand sword or axe... no need to go into huge depth with it. (I'm good either way, just hoping) [/quote] Heros sho
I'm really enjoying the game so far. Here are some quick notes. *Lethal Focus (Warrior skill) should not have a casting time of 1. It should execute immediately, therefore only taking one combat round to finish. *Resource improvements should either: *not be destructible because they can be rebuilt immediately *or should have hit points like the shards, if they reach zero hp then the resource should be completel
I agree. Stardock does suck.
[quote]We'll also have a handful of more specific questions as time goes on. One that comes to mind involves how we handle Quest interactions. Quest interactions vary between obvious (ex. offering a guy a job will probably get me a free unit) and unexpected results (ex. slapping a Warlock with a severed hand get's me what now?). Do you think the choices should be explicit, even including icons for likely results next to each text option? Or do you enjoy making choices based on i
[quote who="FM_Kilgore" reply="9" id="3496916"] Is E2015 using the new GCIII game engine (i.e. 64-bit)? [/quote] No, 32 bit. https://forums.elementalgame.com/455051/page/2/#replies reply #48, 49
[quote who="Frogboy" reply="8" id="3496638"] Once I have a chance we will be updating LH to v2.0 which is scheduled to have these features: New tactical battle AI Updated unit design (we're going to do more with damage types and designing units to counter) ZOC for monster lairs Lots of updates to the monster AI [/quote] Please look at enhancing diplomacy for 2.0.
Looking forward to taking this bad boy for a test drive.
[quote who="Primal_Savage" reply="19" id="3491009"] Civilization V has 30000 to 40000 players daily. Among that group of players, there are a bunch of players who would play fantasy 4x if they felt the game was better/equal/slightyworse than Civ5. Right now, no fantasy 4x has managed to convince those players to move. [/quote] I play LH and I think "This is pretty fun, but if I could just tweak a few things..." I play Civ V: BNW and I think "This is spot on." <p
My completely random uneducated unknowing guesstimate would be just after Thanksgiving (late November.)
[quote who="Heavenfall" reply="7" id="3486407"] If I'm not mistaken, there's a huge issue with stacks of groups using the abilities as well. 3x30 attacks are inferior to one 90 attack because defense soaks much less against a 90 attack. [/quote] True, but each instance in the 3x30 attack rolls against dodge, so there are more chances to hit.
[quote who="parrottmath" reply="770" id="3484148"] Playing with that myself you manually have to place the forest props and change the scale yourself (at least the way I was able to do it). edit: Press + or - on the number pad, to increase the size of props you place. [/quote] I think [Shift] or [Ctrl] + mousewheel will change rotation and scale. Not sure which does what. I know it works that way in the Builder's Forge, anyhow.
Most used: Fast/Finesse, Constitution, Precision(necessary for ranged units now) Commonly used: Bloodthirsty, Ironskin, Defender, Stealth/Scout, Plate Armor, Potential Sometimes used: [Muscle/Fury/Brute, Enmity, Underdog]*, [Balance/Lithe/Acr
Version 3 is now live! Fixed icons; 1.7 compliant. Enjoy!
[quote who="highwayhoss" reply="10" id="3482029"] Great mod! My custom soverign enjoys the new spells. [/quote] Thanks! I've always felt the Life spellbook could use a little lift. Update coming soon.