Don't agree with any kind of "usage multiplier" for unit creation. Take my current game for example. I had to conquer my way through an enemy in order to find my first horse resource. By that point, I had ~20 settlements occupying the large majority of the right side of the "Anthys" custom map. No horses. In order to train some horse archers as supporting fire for my 5 champions (in multiple stacks), I had to pay to get some from an AI (incidentally, the one I was about to curb st
schattenjaeger
I use High Tower and Consulate regularly, and if I'm using the outposts to connect towns a lot, then I also use Stables to increase movement inside my territory. Outposts guarding borders also get Fortify and Armory, and sometimes Warden, with a standing army of spearmen and archers. More often than not, towers used this way are made to literally plug an entrance into my domain, rather than just be a lone sentinel.
I get Bacco in almost every game I play (random events maxed), as well as plague. Never seen this blood thingy, but get meteors and "the world is getting more dangerous" pretty regularly. I've beaten Bacco easily every time, but I have been chiefly playing a customized Kingdom of Tarth, with an archery-focused Sovereign (heck, in my current game, my Sov is level 17, highest of the bunch = P). As a result, I usually keep Bacco around as a melee champion, more a meat shield for high
60 pop settlers on horseback. Don't forget the extra 2 move/turn = P
I meant I'd like to be able to spawn a bigger starting town by increasing the squad size of the settlers = P
I just got my 800 Fame Champion in a long game (epic tech progression rate), but while his picture shows up in the sidebar, he does not actually exist anywhere on the game map. Unfortunately, I don't have a save for this (need to start making saves before milestones happen!) ETA: Reloading (after having gained the champion) did not fix the problem. ETA: Removed bug tag to keep this out of future searches.
I would very much like to replace those slow, 30-man Pioneer units with mounted, 60-man units (once I have the requisite techs, of course), but there is currently no functionality for doing this. Could the ability to Settle or make an Outpost be unlocked as a trait so we can build our own with better loadouts?
Did you, perhaps, change the "Editor Cloth Map Zoom Level" under "Editor" rather than "Cloth Map Zoom Level" under "Display"?
In a game I am playing right now, I just had a champion (Tarth, Assassin type) spawn for me at level 5, equipped with a Serrated Shortsword, with a minimum level requirement of 8. (Not that I'm complaining, though of course I would be if my enemies had this luck!) I wouldn't have likely noticed, except I wanted to reconfigure the champion for ranged combat (I have enough melee champs) and so equipped a bow, noticing the weapon go grey as soon as she stopped holding it.
Nice to know it exists. Be nicer if the game literature mentioned this somewhere...
Has any thought been given to a means for removing "fell in battle" penalties for heroes? A magic spell, an expensive "upgrade", something to prevent these specialist units (which already become outmoded by regular units mid-late game) from becoming a liability rather than a help? I mean, as soon as one of my heroes gets Typhoid Fever, he/she gets their soul stolen, even if they've got 5+ levels on them = P
I believe there is a separate metric for max defenders, but I'm not sure what the base is. All I know is that, several buildings which can only be constructed in a Fortress type city specifically increase the maximum number of defending units.
[quote who="Schweiz" reply="19" id="3337113"]Even if there is 1 unit there blocking the enemy, they will waste a turn attacking it. So theoretically as long as you or an enemy can produce enough single units to block an attack. The attacking force will never be able to push forward through the onslaught of single unit stacks. Taking the defenders square helps to avoid this. Also when you attack a city. You occupy it on the same turn. (In FE I believe. Yet to do this in LH however)[
Skeletons have WAY too much armor. To the point where you need mages or a swarm of ranged units to take them down. (Because they also do too much damage to risk taking in melee when it's early game and you're poor. Oh, and don't HAVE mages yet because they're too far up the Magic tree.)
https://forums.stardock.com/441586 Immediately after that second fight with Skeletons, I got into a fight with Ongr. Ongr apparently doesn't allow cheating, because it didn't break in that fight (and I was trying at that point).
Their point is so melee units can have a secondary ranged attack, but yes, they need to be balanced in terms of damage and range. Shorter range for higher damage, or longer range for less.
The problem with that, though (aside from suspension of disbelief) is computing cost. Every custom transition would also have a custom cost associated with it (the difference between unit type x and unit type y, plus probably some gildar to cover "retraining").
[quote quoting="post"] 1. In tactical battles, before an attack takes place, allow the player to undo the movement. I have often clicked on the wrong square and screwed up my battle. Having an undo would be great. Before attacking there aren't any spoilers so there shouldn't be any issues game-play wise. [/quote] Seconded. Especially with the camera angle seeming to effect what square you actually "clicked" on, as compared to where you *think* you clicked...
I like the alternative of moving into a previously occupied square immediately after combat, in order to scoop loots. For those who don't want to, the current system (no more move after combat) could be re-implemented as a "Defensive Strike". I also like the "combat costs x move" option, to allow, say, a group with 3 move to attack an adjacent enemy group and wind up with 1 move left after combat, which they can then use to scoop loot or do whatever else (but a group with only 2 m
I just had a variant of this occur. A Commander specialist unit named Gaylyn the Gray. Cast 'Command' for the second time of a battle on my sovereign, an archer, two squares away. Gaylyn immediately entered into an infinite turn loop - her turn refreshed repeatedly until the battle ended. I did not make any attempts to recast the 'Command' spell during this infinite loop. I will admit to making good use of it to (slowly) wipe out a mass of enemy skeletons = P (Note: Th
I, too, would like to see this changed back (I don't remember combat removing remaining move in the base game). The game rounds are too short to be losing all move after a combat round.
Roger that, good to know. It *does* bother me to see, though, so I do hope they change it to something less confusing.
1) Having unchecked "Auto Select Next Unit", if a unit does not have move orders (is stationary and not set to guard or waiting to move somewhere), the unit will automatically be selected at the start of the next turn, yanking the camera away from wherever you had it and also deselecting whatever you previously had selected. ETA: This also happens to units without move orders who are already selected; the camera centers on them anyway. Level of annoyance: Extreme. (Having to move the camera b
I have noticed that, in battles, when a melee unit attacks an enemy unit, any allied unit who is also in melee range of the enemy unit in question also performs a melee attack animation (including units equipped with bows!). I presume this is a bug, and is not intentional. If it *is* intentional (coinciding with some kind of flanking bonus?), in-game literature explaining this would be nice. Edit: Removed "[Bug]" from title, added sub-title.
Here's the Windows crash report: Problem Event Name: APPCRASH Application Name: GC2TwilightOfTheArnor.exe Application Version: 2.0.4.1 Application Timestamp: 4ec6b0e5 Fault Module Name: GC2TwilightOfTheArnor.exe Fault Module Version: 2.0.4.1 Fault Module Timestamp: 4ec6b0e5