bortlings

bortlings

Joined Member # 2379572
27 Posts 46 Replies 522 Reputation

Still experiencing this bug where a unit starts off on a square during the beginning sequence of the tactical combat, when killed on the first turn, that square cannot be used nor highlighted. Either for movement or special abilities.

3 Replies 2,538 Views

In tactical combat, I noticed that a tile occupied by my starting spear unit could not be re-occupied after it had moved off the tile or died. It was a regular grass tile that should have been allowed movement. I could not even highlight the tile with the pointer (all other passable tiles would highlight). I've had it happen with the starting militia unit also, but only once. Not sure what's causing it. I was moving a pioneer unit to establish an outpost and the auto-path was

2 Replies 2,454 Views

1) I picked up a goodie hut (temple ruins) whilst also "discovering" the wildlands (Namti something or other). The discovery scene would play and the goodie hut would disappear but no pop-up appeared to show what goodies I found nor could I see any change in tech, gold, influence, items, etc. 2) A Hero was knocked out during a battle with some butcher men on the 1st turn and after I won the battle, there was no pop-up notification that my hero had cracked his skull.

0 Replies 2,060 Views

Leech Dagger does not give +3 hp per melee strike as described.

1 Replies 2,369 Views

[quote who="ben_sphynx" reply="32" id="3329378"] Frogboy, you appear to be truly terrible at this game. You seem to be able to eek out any tactical disadvantage available in the combat, eg skipping turns for units that can attack (ophidian, one of your heroes with a ranged staff), while not leaving them somewhere out of range of being attacked back. Or casting curse on wolves that have no defense. If that actually does something useful, I have no idea what it is.[/quote] I could

74 Replies 255,554 Views

Had a couple of small bugs. 1) In tactical mode, I could highlight scenery tiles (hills, trees, etc) and a light green selection column would pop up as if I could move there. The light green column was extremely narrow though, unlike the normal highlight tile effect. 2) I had a pioneer newly completed from a town. I ordered them to move to a settlement site about 25 tiles away. 8 tiles where connected by roads, the rest through rough forest terrain. When I moved

106 Replies 322,372 Views

I don't think the people who would be bitter about E:FE are the original Elemental purchasers, since they got a heavily updated and fixed game for free. Now, if there were people who would be bitter and attack the game without providing *legitimate* criticism of the game, it would have to be the white knight to the rescue of a helpless damsel crowd. There's a lot of angry peeps out there who got it in their mind that Brad W. has a harem of chick slaves under lock and key at hi

30 Replies 16,546 Views

Thanks, Stardock, for listening to your fans, understanding their disappointment and grievances (rather than fly into a rage to squelch criticism), and delivering in spades where you fell short on release day. Your team delivered with style, not on a sour note, and that not only makes up for the launch, but brings Stardock back on the "I can preorder titles from from this company again with confidence" list. Great job to all those involved, look forward to seeing (and buying) th

38 Replies 151,543 Views

When I read the patch notes, I assumed roads were no longer auto built/established between cities and that's why Path of the Governor got an extreme boost in that roads could only be built by Governors or mancer pioneers. Roads are an extremely powerful buff considering most units have 2 movement points. Roads are so generic and boring but the role they play in fluid troop movement is insane compared to someone who doesn't have a road network. If you wanted to make Pat

15 Replies 56,880 Views

I think it's kind of strange that an outpost 20 tiles away from the tied city can receive resources and labor and construct stuff just as fast as an outpost that is 4 tiles away from the tied city. Concerning the ZoC gap between the outpost and the tied city, how about a % check (starting at 0) every turn that increases per uncivilized tile between the outpost and city ZoC. This would simulate the route being unsafe and unreliable for transport. If some random monster eats the car

16 Replies 14,500 Views

I think there needs to be a per tile penalty cost for constructing outpost facilities (ore, crystal, mana shard, horses, etc) beyond the associated cities zone of control. I've had outposts 20 tiles away linked to a town and the town can build those outpost facilities just as fast as if it were in the backyard of the town. Maybe it could be like CIV where roads are required to link an outpost with an owned town in order to build resources and harvest those resources. This

16 Replies 14,500 Views

1) Elemental: Fallen Enchantress. The game will succeed/fail based on the gameplay and the word of mouth generated by people who are satisfied or dissatisfied by the new game. If the Elemental name damages sales, then the gameplay must be trash when all is said and done. I'm enjoying the beta. I think you can go forward boldly with E:FE and plant the flag. 4 & 5) I'd like quests that can change the state of diplomacy between factions. Perhaps ambush rival trade caravans wi

172 Replies 672,079 Views

I've played the previous betas infrequently due to time constraints, but build 4 really drew me in. Also, having a summer break helps! Everything is really shaping up. I like the direction of towns getting more of a specialized focus. I was a bit annoyed that I could not settle villages in "that perfect spot" but then realized that outposts serve the purpose and accepted the whole fertility mechanic. Having grown very accustomed to Civ and Warlock, I was a bit confused by the tile

196 Replies 716,057 Views

My idea is probably not feasible, but I'll throw it out there anyways. Champions out fighting gain exp and items but risk getting killed/wounded. Champions governing in towns don't undergo these risks and shouldn't be given a reward unless a risk factor is involved. I was thinking of how The Sims 3 handled the random event when your sim was at work. A little dialogue box would pop up and give a few sentences describing a predicament and then the player had

40 Replies 98,021 Views

I completed a quest where you gather spider silk in order to get a cloak. Instead you are rewarded with a Spider mounted champion that joins your group. She's equipped with a frost staff that gives a ranged attack. When I order her to perform a ranged attack using the staff, there is no special effect for the frost attack. The spider champion completes her attack animation and then the game seems frozen for about 6-8 seconds. After the time lapses, a hit or miss notification pops

1 Replies 1,353 Views

Gave my sov a shortbow, str 15, attack strength total of "6". Shot 9 times at a Def 1 wolf on open plains and all misses. Uh, somethings wrong with the new patch?

93 Replies 44,082 Views

Thanks for taking the time to write to your customers and taking accountability for the end result of Elemental's launch. I have great faith that the community and fans will do a great deal to help the dev team mold the game into something very special. I don't doubt for a second that the team is even more dedicated and determined to elevate Elemental to the standards of a classic. I wouldn't go so far to say the ongoing project is one of redemption, but I do feel that there's a deep

323 Replies 1,268,850 Views

I have the same slowdown for mounted units, running on 1.07. Enemy attacks, mounted unit strikes back and then wait for 2-5 seconds before any input is allowed.

8 Replies 7,552 Views

Looks way better than the original. Good job! As it is, the models in game look very inorganic and unnatural. Hopefully there will be a graphics and art style overhaul with later expansions after the game play has been brought up to par with the conceptual intent.

45 Replies 135,337 Views

Been saving my thoughts for post patch. The performance and stability improvements are an extremely welcome change. Good job! The AI though is atrocious. I have played multiple games where the AI refuses to build the most basic settlement improvements. Their capitol has NOTHING built after 30 turns. No settlers, units, nothing. They did manage to get married though. I am playing on the Challenging level. I know this is not the hardest level, but I just want to emphasis that th

186 Replies 344,132 Views