This error seems to happen with every hero or character that starts with a bow, staff or another type of two handed weapon. Un-equip and you won't be able to re-equip. Speaking of which, is there supposed to be a skill that allows equipping two-handed weapons? I have 5 or 6 bows and staffs now that none of my characters or troop-types can equip...?
nim8or
[quote who="mormegil" reply="9" id="3508333"] We are going to to make a editing pass on all the star name, but we will be a bit more forgiving than some might like, We really appreciate the support from our early founders, and want to be able to use their star names if at all possible. This means we may be making some changes, Translating L33t to plain English, Adding spaces, and truncating some. Hopefully we will be able to keep as many names as possible without to much
[quote who="hedetet" reply="4" id="3501629"] One thing I don't quite understand, is how do you get to be this awesome all-powerful sorcerer without using a mana cheat? [/quote] Agreed. You may be nearly all-powerful, but you're also a pauper without resources or mana to speak of :)
Summon Godzilla
[quote]Comparing Sorcerer King as an RPG though, the overwhelming issue is- lack of content. There isn't much characterization, plot development, etc. Hopefully, updates and in particular, the minor factions, will resolve that. [/quote] +1 to lack of content, lack of plot development, characterization, etc. Granted we're dealing with a beta product, so I'm hoping there will be a massive quantity of content, writing, plot development and terrific stuff on the way
[quote who="Dsag1980" reply="12" id="3499446"] Just tried uploaded patch. Running into the same serious lag issues I was prior to Frogboy's fix. Did the patch somehow restore the initial coding? As it stands the game is currently unplayable again. [/quote] :( Bummer. I won't have time to play until later today and this is not good news.
[quote who="Gandhialf" reply="3" id="3499011"] This and more ambient sounds. I loved how nice the world of Heroes of Might and Magic II and III sounded. It was a magical place! [/quote] Another big +1. Ambiance may seem like a relatively small thing overall but in reality it makes a massive difference in terms of overall thematic immersion. If you can find a way to further integrate the environment with the strategic circumstances it makes for an even bigger win.
[quote who="Leo in WI" reply="2" id="3498903"] Quoting nim8or, reply 1 Now this is an excellent idea, I like it far more than the current implementation of a 'doomsday clock', which simply feels artificial and unrealistic. AI Wars does so many things well on the AI front. It already is
Now this is an excellent idea, I like it far more than the current implementation of a 'doomsday clock', which simply feels artificial and unrealistic. AI Wars does so many things well on the AI front.
[quote who="AlLanMandragoran" reply="4" id="3498890"] I would love to see if maps labeled regions a la Alpha Centauri. For example, "Sherwood Forest" or "Misty Mountains" or something like that. If the map generator would not do it, is it possible to give the player the ability to "write" on the map? I feel this would help with immersion. After all, naming anything is quite powerful. If we can name units and cities, why not locations or areas? [/quote] Excellent idea, hopefu
[quote who="Frogboy" reply="18" id="3498462"] I hope this info doesn't bore people, I really like sharing this kind of stuff with you guys. Anyway, thanks to our friends at Intel I am able to look deeply at the code. Check this out: ... For SK, I wrote, what I thought, was a clever function which lets monsters be placed NEAR someone's territory. I
As mentioned earlier, I do not experience the extreme slowdown on my desktop with a dedicated graphics card, only on the laptop that has integrated graphics. Laptop specs: HP ProBook 6470b Intel(R) Core(TM) i3-3110M CPU @ 2.40 GHz 4.00 GB RAM Intel(R) HD Graphics 4000 I've turned off every available graphics feature to make it as bare-bones as possible, without any noticeable improvement when it comes to the slowdown described.
In like Flynn - Tron disc and everything.
[quote who="Aviator64" reply="3" id="3361124"] I bought the original game back in 2010. It still amazes me that Stardock gave me Fallen Enchantress and Legendary Heroes for free because the original didn't live up to expectations. I have enjoyed being part of the Beta process and think Legendary Heroes has turned out to be a great game. Thank you Brad, Derek and team![/quote] Hmmm, I also bought the game in 2010 and I certainly didn't get Legendary Heroes for
[quote who="Kalin" reply="5" id="3292617"]I never really intended to make it a mod, I was just sharing some stuff I was playing with since it's easier to see the results for yourself than read the long post, but why not. I edited the main post with a link for a version for MM as requested. Hopefully it works.[/quote] Now that's service! [e digicons]5*[/e]
[quote who="immanuel1" reply="7" id="3292462"]Workaround: building an outpost nearby "resets" the salted land so you can then go back in with a new settler. I've never actually tried that, but somebody smart told me it would work. Doesn't solve the razing problem in the first place, but at least makes [/quote] Building an outpost to 'reset' the salted land doesn't work, at least it hasn't for me. I had a city raised near a shard location.
[quote who="Sentinemodo" reply="2" id="3292545"] Kalin, could you put that in zip file and add mod manager configuration file? It would make it much easier to use.[/quote] Agreed. Looks like solid work here - thanks in advance!
I fully support and encourage this change. Five turns seems about right to me, if the AI is constrained to the same limit.
Will the map packs be included in future campaign expansions, or will they be a separate purchase requirement?
Agreed - we also need the ability to transit and move about on water. Everything seems artificially constrained when you have to chug units everywhere by land without even a simple wooden raft or canoe. [e digicons]:S[/e]
[quote who="Edwin99" reply="30" id="3082028"]"Playing with a couple of new spells" - I like that as the magic spell list in the beta is too short. In DND most players never had access to all the spells. In WOM you I was able to easily unlock all spells, and in FE you get most new spells at each level up. I would like to see more researchable or discoverable spells/spell books so that each game is different and your magic options in tactical combat are expanded and the AI casting is&
[quote who="Stmorpheus" reply="113" id="3078823"]I think that the best option for injured champions is a place they can go and recover their injuries. Maybe if a certain building is in a town, and they sit idle in the town for a certain amount of time an injury heals, or perhaps there is a special world resource like a magical rejuvenating hot spring and they stay there for a certain amount of time they will recover from injuries. The basic idea being that if you want to get rid o
Another request on the strategic/tactical front would be to allow for adjacent armies to flank, or at a minimum reinforce armies engaged in tactical battles, either at the beginning of a battle or even mid-way through the battle.
[quote who="nitey" reply="20" id="3078683"] Make barriers REAL barriers. Not only magical ones, but when natural barriers are on the battlefield, use them. Create choke points. Tree lines should block LOS from archers and direct LOS spells while allowing you to hide your spell casters so they can cast buffs on your units without taking direct damage. Also, try to move to the best defensive spot before taking your action. [/quote] Also, create a function so
I still think it is a shame naval units and movement aren't included. Could make for interesting surprise invasions along an otherwise ignored coastline.