Sanati

Sanati

Joined Member # 4128257
0 Posts 100 Replies 9,890 Reputation

Sorry, but I find this thread somewhat amusing (and almost insulting). You never escaped from the Elemental name or the WoM release. The attempt to change people's perception by trying to call the games something else (if that's what you really thought you were doing) did not work. Picking a random Legendary Heroes review, which ended up being the GameSpot one, the very first words of the review are "Elemental: War of Magic" followed closely by "expansion" several times. This is an ex

123 Replies 645,779 Views

[quote who="harpo99999" reply="112" id="3402260"] derek, regarding the ongoing issues regarding the tactical map move visibility issue (ie at present it is hard to bloody impossible to see the valid move areas(and I have a fairly good range colour vision)), the simplest suggestion I can make is to 'invert' (ie change the sign of each of the three colour numbers (red,green & blue)) this would put a light outline on dark squares and a dark outline on light squares as well as i

229 Replies 646,176 Views

[quote who="Tattyhat" reply="92" id="3401708"] Fixed ******** tactical highlighted movement radius being the same ********** color as the *********** squares themselves, thus rendering the player ******** blind. Thank you for this fix. [/quote] You just made me reread the notes again, then cry a little.

229 Replies 646,176 Views

I think it might be more the AI changes making the issue more common. AIs might be doing a better job moving around and exploring areas and being smart/aware enough to avoid these bosses when they get close rather than just blindly running into them and dieing. It was back in April ('13) that I last reported this, so not too long ago, and it was rare then and something I only saw a few times. I think the issue has always been that while these bosses are "leashed" to their wildland area, i

54 Replies 64,841 Views

Last time I checked the diplomatic relations hit was tied only to the tower of the witch, not the forge. It might be more than a graphical glitch, I never played with that victory condition but doesn't building the forge allow you to do something to win the game (cast a spell or whatever)? You should check if you still can even with the city razed.

2 Replies 1,772 Views

[quote who="smeagolheart" reply="11" id="3401476"] I haven't played a game since, hope the next patch addresses this.[/quote] I would not hold my breath. I reported this in beta (possibly the FE beta, been a while) with screen shots and even got a dev response telling us it wasn't supposed to happen, but it's obviously never been fixed. It's a long standing bug they have been aware of and likely don't have an easy way to fix so they just ignore it.

54 Replies 64,841 Views

[quote who="abob101" reply="121" id="3401723"]Now I would consider Dark Angels to be "from the upper planes", and they are obviously a type of Angel. However they obviously are not exactly "holy or divine".[/quote] Technically "holy" or "divine" only relates to something religious and isn't limited to "good" religions. I don't know the lore very well or if there is some sort of dark deity the fallen angels now serve, but I think either way just originating as normal ange

349 Replies 1,264,550 Views

[quote who="parrottmath" reply="61" id="3399882"]But as you kill AI, your troops survived the battle while they lost troops, hence as you kill AI you become stronger and the AI becomes weaker. The increased XP will be just be too much of a snowball effect.[/quote] Completely true, in a 1v1 setting. Playing against 10 AIs though while you spend time and troops fighting one of them, the other 9 are questing and researching. Everyone else pulls ahead of you, because war really is a waste

229 Replies 646,176 Views

[quote who="merlinme" reply="58" id="3399649"]Well, not really. You can win more or less any way you like if you've eliminated the AIs as a threat. There are some marginal cases when playing on a high difficulty where you might squeak through a Spell of Making or Quest victory with more powerful AIs still playing, or take a Diplomatic victory because you're allied with someone. But most of the time I eliminate the AIs as a threat, and then decide at my leisure how I wan

229 Replies 646,176 Views

[quote who="merlinme" reply="52" id="3399560"]I approve of the low experience for fighting AI; killing AIs is its own award, i.e. that's how you win the game, and with high XP there would be too much of a steamroller effect. [/quote] Only one of the victory conditions requires killing AI units. This is far from the first game of this type, and in all the similar games I can think of AI units give normal (if not higher) exp, and in many of those games a

229 Replies 646,176 Views

Are the other units in the stack mounted and ranged? I think what is happening is some amount of kiting going on during the auto-resolve simulation. I don't think there are any map boundaries during the sim and mobile ranged units just tend to repeatedly move back I think. I tend to get a second or two delay whenever I fight one of those archer spider hybrid monsters, that's what I assume is happening though I don't recall actually checking the combat log to confirm. You can proba

2 Replies 2,633 Views

Blind guesses while you are uploading that screen, did you delete your LH folder in documents/my games/ when you reinstalled? It could be some sort of messed up graphics setting or a mod. How much (and how recently) did you play the game before this started happening? What are your system specs? Maybe you played a small map first and it seemed to work fine and a larger map was something your system couldn't handle? Do you have any issues with other games? Random visual art

11 Replies 9,805 Views

Ah, I didn't even think about it being a spoiler. Added tags. That said [spoiler]I feel the spell is like a souvenir and I kind of like that I get to keep it. The spellbook is already pretty cluttered and cramped so I don't think that one spell makes a difference.[/spoiler]

229 Replies 646,176 Views

[quote]The difficulty is irrelevant. I play on INSANE. It works every time.[/quote] I've played many games on hard and have never seen that happen as you described. I get tons of cities attacked by monsters with multiple full health champion defenders and if they lose the city is always razed and the champs sent to a different city. Are you talking about your last/only city? It might be tied to world difficulty, do you have that on easy? Are you using any mods? <p

36 Replies 29,565 Views

[quote who="joasoze" reply="16" id="3399018"] I just had Umber cast Tremor on the same army about twelve times in a row. Same army all the time. I was well frozen, but casting on an army that is already immobilized is a tad excessive?? [/quote] It's beyond excessive, it's the AI ignoring game rules again. You can't cast tremor on a unit already effected by it, which means as a player you can't permanently lock down a unit, they always get one turn to move be

229 Replies 646,176 Views

[quote quoting="post"] If a monster conquers a city, it will raze it. However, if an active hero is present when the city is attacked, you will keep the city even if you lose the fight. If the hero is still immobilized from its last defeat, however, you will lose the city. [/quote] Oh, and I think this depends on difficulty. IIRC on like the easiest difficulties monsters don't attack cities at all, or maybe just don't raze them, perhaps on normalish it w

36 Replies 29,565 Views

Heck yes, having them spam tremor on a caravan every single turn is so maddeningly annoying, especially when they tell you how awesome they are in a pop-up for having cast it, every time. I tend to declare war on whoever I have the trade route with just so I can kill the trade route and stop the spam.

229 Replies 646,176 Views

Yes, 100% agree, it would likely also mean being able to pick research with a normal mouse instead of always having the hourglass since the window usually loads while the start of the turn is still processing.

10 Replies 8,496 Views

When I was playing with like shrills or skeleton groups I didn't really have much concern for pool like I mentioned in a previous post. However when I was using tier 4 and 5 summons primarily I was casting the channeling spell on every single city and had 2 or 3 champs that all took the +summon pool traits (all of them), and I tended to stay right at the pool cap with like 2-3 tier 4/5 summons stationed in every city as defenders and another 10 or so out in the field as part of armies led

349 Replies 1,264,550 Views

No offense, but that was exactly the sort of misconception I believed the OP had about the system. Building a pioneer will always cause a city to level (or hit the cap) more slowly, always. There is a small advantage to building one earlier rather than later but if it's a question of building one over not building one, not building one will always level a city more quickly. The extra growth will go away before reaching the previous population level and you will never catch up natu

23 Replies 24,551 Views

Really nice list, would be great if they were added to the base game so more new players could read them, since people tend to play a game a bit before looking at mods. [quote] When settling a tile, only the yields on that tile are used by your new city. The surrounding tile yields are disregarded. [/quote] This is probably the simplest way to describe it, but for a deeper understanding of system it might be worth noting that the yields on a tile are ent

36 Replies 29,565 Views