Tormy-

Tormy-

Joined Member # 2394730
96 Posts 1,939 Replies 22,860 Reputation

^ Wow..well I am having random crashes in compatibility mode also, but what is even more annoying? The weird lock ups. Like: When a caravan appears, the game stops responding, so I have to kill the .exe after CTRL-ALT-DEL. :( This happens all the time. I've reported this already.

51 Replies 95,261 Views

[quote who="Raven X" reply="35" id="2425962"] Quoting Tormy-, reply 32 Damn...I am still having lot of crashes. [Reported 2 already..] Try running in XP Compatibility mode brother. It seemed to fix a lot of my crashes. [/quote] It's a bit better in compatibility mode, but I am still having crashes. :|

51 Replies 95,261 Views

[quote who="VicenteC" reply="141" id="2425785"] Quoting Tormy-, reply 138 I don't think so. While having physical dmg types would be cool, but it's not so important like the magical dmg types. Also, you are talking about the vanilla game, but what about [Total Converson] mods? Personally I will only play with a decent TC mod, once it's done...a magic heavy mod, with lot of different races [lizardmen, orcs, elves etc.]. Needless to say that the real

151 Replies 78,331 Views

[quote who="krejci" reply="137" id="2425613"] Quoting Tormy-, reply 136 You gotta be kidding. Without magical dmg types and resistances + immunities, the combat system will suck. Period. It will be way too primitive. This is a fantasy strategy game, with strong emphasis on tactical gameplay. This is why I've preordered the game. This is why I've purchased Dominions 3. I don't want to play with FfH v3.0 in regard to the complexity of the combat system. Be

151 Replies 78,331 Views

Okay, I got the same problem with the new [0.255] version also. [e digicons]:S[/e] This time the game was running in full screen mode, so I had to kill elemental.exe after CTRL-ALT-DEL. It was "Not responding". v0.255 debug.err -> http://pastebin.com/m2ca0f819 Dxdiag -> http://pastebin.com/m7a423bf5

5 Replies 574 Views

[quote who="CariElf" reply="2" id="2425322"]Please let us know if this still occurs with the new build [/quote] Sadly yes. In fact, I've downloaded the update, and it's crashed immediately after the first launch. [e digicons]>_>[/e] Here is the new debug.err [0.255] -> http://pastebin.com/m42b12028 Dxdiag -> http://pastebin.com/m7a423bf5

6 Replies 1,124 Views

[quote who="vieuxchat" reply="99" id="2425025"] Quoting Frogboy, reply 89 Not a bad idea, but I don't think I've ever seen HP linearly to rate of fire, and I've played many, many games from PC to pen and paper RPG's. If this is the case, I'm pretty sure that calling this combined stat which represents life units and rate of attack "hitpoints" will certainly confuse people. So if I get you right, attack score is more like a "penetration" score.<br

120 Replies 592,308 Views

[quote who="VicenteC" reply="134" id="2425545"] Again, Elemental is going to be a big game and pretty complex in all levels: the last thing we need is added complexity for the shake of it or just to cover some corner cases. And don't get me wrong, I can like complex magic damage and resistances systems (I do play DnD 4e a lot), but I don't think they should be here. [/quote] You gotta be kidding. Without magical dmg types and resistances + immunities, the combat system

151 Replies 78,331 Views

[quote who="pigeonpigeon" reply="93" id="2424894"] One question: if I want to make a unit or mod in a creature within the context of this combat system, is it possible to make a big, lumbering unit that is very hard to kill, but attacks very slowly? Basically, a unit that can take an immense amount of damage but not deal out very much damage? [/quote] Why not? I don't get it...Example: X unit has 1000HP, 10 DEF, 1 ATT, no magical dmg type/resistances/immunit

120 Replies 592,308 Views

[quote who="pigeonpigeon" reply="75" id="2421868"] There should be damage types... [/quote] This is not even a question. There must be damage types, otherwise the combat system will be an epic fail. This is my opinion. [85% of the voters said "yes" so far btw...] Just go and read this topic: https://forums.elementalgame.com/367799 <

151 Replies 78,331 Views

I had 2 cities. After a couple of turns the first caravan has appeared on the map, and the game crashed immediately. This happens all the time when a caravan appears on the map. Here is the Debug.err [0.25] -> http://pastebin.com/f4038284e

5 Replies 574 Views

[quote who="Raven X" reply="12" id="2424238"]Found another one Kryo. Poll: Do we NEED Magical Damage Types? Post on page 5 by krejci. [/quote] Yeah I don't see krejci's post at all. [e digicons]X|[/e]

18 Replies 33,930 Views

[quote who="pigeonpigeon" reply="18" id="2423350"] Erm...what turn/round? We won't have turns or rounds in tactical combat. Yes we will... If we didn't it wouldn't be called continuous turn-based combat. Frogboy for example said to think along the lines of combat in Baldur's Gate, but in the context of army combat rather than party combat. It's just that if you choose the appropriate settings then you have to look closely to be able to see where the tur

22 Replies 21,368 Views

[quote who="KellenDunk" reply="99" id="2423036"] I'm all for rare and powerful creatures having some elemental resistances, and even super rare equipment for heroes to allow for some resistances. But making them common and a statistic necessarily leads to a flattening of elemental variety. Look at every game that has had them. [/quote] It should work like this in the vanilla game...perhaps. However as for mods...I would like to play with a MoM/Dominions type mod

151 Replies 78,331 Views

[quote who="Frogboy" reply="15" id="2422556"]Battle Options: 1. Instant Resolve (army 1 and army 2 meet, one is destroyed instantly). 2. Auto-resolve. (army 1 and army 2 meet, it zooms in and plays out automatically). 3. Player resolved. (army 1 and army 2 meet, it zooms in and players can give orders. At any time they can have the computer take over to resolve it). Tactical battle options: 1. Weight of action. This determines the c

120 Replies 205,595 Views

[quote who="pigeonpigeon" reply="14" id="2422336"] ..and one more thing: What about the multiplayer tactical battles? Will it be possible to pause the battle whenever we want? If it's not possible: bad. If it's possible: bad again, because it will be annoying if a player will pause the game in every second. Solution: auto-pause at the end of each 'round.' Possibly make all orders be given during that time, and when everyone is ready they press the ready button. When ever

22 Replies 21,368 Views

[quote who="Frogboy" reply="9" id="2422223"]Continuous turns: Think Balder's Gate style battles. [/quote] Are you sure that it will work well in a game like Elemental? Frankly...I don't know. Maybe it will...all I am saying is that I've never seen a good TBS game which had a continuous turn based battle system. Besides I don't understand that why was it necessary to drop the "real" turn based combat system idea. [...or was it always planned as a continous turn based system?]

22 Replies 21,368 Views