OsirisDawn

OsirisDawn

Joined Member # 1467410
2 Posts 440 Replies 6,894 Reputation

[quote who="Bonniegrey" reply="278" id="2751511"]I would prefer to just get my 50 bucks back. This thread clearly demonstrates that Stardock's ambition exceeds it's current level of talent. This 'project' is a major quagmire and I, for one, don't intend to hang around hoping they address issues in a timely fashion.Flame away fanbois. See how far you get in your careers if you charge AAA rates for inferior and broken products. [/quote] Despite you behaving like an ass i'll

326 Replies 934,119 Views

[quote who="Empyrean" reply="112" id="2751205"]Familiars can hit for more than their listed max damage on a counterattack. It's a feature listed under their abilities, not a bug. [/quote] Sure, but sometimes they also hit for triple damage when attacking (not counter attacking). Sorry for not being clear on that.

114 Replies 213,673 Views

If BETA is any hint we will get patches once a week, every thursday or so. So 1.7 this week, 1.8 next week and so on.

114 Replies 273,223 Views

[quote who="Tridus" reply="8" id="2750212"] Quoting Neil Banfield, reply 5 As I understand it the MP enabling patch has been put back to next week as the priority was to first resolve these performance and other issues which would impact both MP and SP play. Sigh. [/quote] I know it hurts if you want MP, but dont you think it is better to get the basics done before? They can only do so much in the short time.

15 Replies 12,842 Views

In order of priority: 1. Bugs and CTD for those who experience them. 1. Performance for those who suffer from it 1. Balance and gameplay for those who suffer neither from 1. or 1. 1. UI for all of them 1. Story and background for those who have nothing else to complain about

20 Replies 95,049 Views

[quote who="Neil Banfield" reply="5" id="2750135"]As I understand it the MP enabling patch has been put back to next week as the priority was to first resolve these performance and other issues which would impact both MP and SP play. [/quote] This is a good decision.

15 Replies 12,842 Views

I think that the equipment part of the army builder offers a huge potential to diversify your army. What we got now are Scout and Messenger as kind of training packages and Med Pack and ‘Poison Pack’ as equipment. I propose to split that part of the UI into two parts, one called ‘Equipment’ and one called ‘Training’. When creating a new unit you would be able to choose any or all equipment packages, but only one traini

0 Replies 6,950 Views

IMHO the Tech Tree is one of the games strong points. Of course they could be a bit more fleshed out and some links dont make a whole lot of sense, but if we go that way we could discuss the game to oblivion, never getiing done.

63 Replies 202,897 Views

[quote who="MasonOfSparta" reply="110" id="2749612"]We found the issue with shards not calculating damage properly and it's being addressed. As to the question about damage * number of shards being just damage * 1 with 1 shard the stat actually equates to something like (number of shards + 1) under the hood. Of course LTW could be changing this as we speak, he's working his butt off to make the magic system more logical and fun. I think this makes sense (even if the name is misleading) becaus

114 Replies 213,673 Views

[quote who="phril" reply="83" id="2747816"]First off, kudos to you sir, and a damn fine writeup. I've tried something like this a few times myself (and have taken to keeping a notepad window open beside EWOM just for noting all the bugs, glitches and major/minor annoyances that crop up during play) but always get frustrated writing it up and close the tab. On a related note, am I the only person boggled by the number of issues the UI has, considering that Stardock's primary b

101 Replies 312,995 Views

[quote who="mastroego" reply="79" id="2746322"] There, found out how to give karma We're waiting for the next chapter Actually, it would be nice to have a sort of "consensus" about the issues that need most work. Of course there's never going to be a general agreement, but if you indeed can keep up with the following parts, they might provide a good basis for all. You seem to have an eye for these things, and the methodical appr

101 Replies 312,995 Views

[quote who="Wintersong" reply="6" id="2745594"] ... If I were to blame something as ONE of the many factors about the actual relase and it's problems, it'd be "Overconfidence". But I'm not sure if it's accurate due to lack of information about certain things. But it's the general feeling I get. ...[/quote] I would say it is feature creep. They had a nice engine and wanted to do dynasties, a rpg campaign, strategy sandbox mode, stellar modding tool

15 Replies 78,027 Views

Thats all mostly because Stardocks BETA builds do system / mechanic tests, but not gameplay tests. Looking back i think they should have taken the time to polish the game until february 2011 (under feedback from a closed testgroup). That would have given them time to make a good game into an outstanding game.

15 Replies 78,027 Views

[quote who="BoydofZINJ" reply="13" id="2740800"]Then this is a magical era with ruins and quests and dungeons. However, it sure dont feel epic. We can not build... WONDERS? I think we should have WONDERS (similar to civilization), naturally, I would not call them Wonders. [/quote] There are some like the Mint of Minerva or the Library of Eog. But there could me more of course.

101 Replies 312,995 Views

[quote who="Darknutter" reply="104" id="2739045"] Quoting LikeTheWhirlwind, reply 88 Quoting Wizard1200, reply 80 Quoting LikeTheWhirlwind, reply 76I'm starting to think that squads having DEF equal to (individual unit DEF * NumberOfTroops) is a mistake. What do you guys think about this? I think this is a mistake, too, but that squads having an ATT equal to (individual unit ATT * NumberOfTroops) is a mistake, too, in my opinion. As

114 Replies 213,673 Views

[quote who="RFHolloway" reply="81" id="2737835"]OK here is a simple idea to fix the overpowered nature of stacks. the stack is treated as 4 separate units. So on attack it will deal 4 separate attacks each soaked by the defense. On defense it will treat each attack with a single level of defense, but the HP loss will be capped to a single model. so no difference to having 4 models. (if you could track the HP separately so much the better, but total HP and total number o

101 Replies 859,350 Views

There must be another bug with damage. I just had a Familiar with Attack 6 deal 10 damage. How is this supposed to happen? Is there a hidden crit mechanic?

101 Replies 859,350 Views

[quote who="LikeTheWhirlwind" reply="76" id="2738296"]I'm starting to think that squads having DEF equal to (individual unit DEF * NumberOfTroops) is a mistake. What do you guys think about this? [/quote] Not to be an ass (well, i am most times), but that problem is known since BETA. There have been a score of posts that the combat system is a bit problematic. See this post for a discussion about the problematics: <a href="https://forums.elementalgame.com/39

114 Replies 213,673 Views

[quote who="LikeTheWhirlwind" reply="38" id="2736278"]I'm personally reviewing all the spell XML and I want to let you guys know that changes are coming. We're looking into separating the hit and damage rolls for offensive spells. The hit roll will be caster INT vs. defender DEF. The damage rolls will be between a min and a max value, not just from 0 - max. Here's the fireball description in my current build: "Target enemy unit is hit with a

114 Replies 213,673 Views

If i would have a say i would redesign combat from the ground up to include mechanics that can influence other systems like magic or the brilliant equipment traits. So, putting foot to mouth here is the combat system i think could work. I am sure it sucks, but you will tell me. Glossary (so you might have a chance to understand my rambling) Creature: A single sol

101 Replies 859,350 Views