[quote who="Syneptus" reply="9" id="2689626"]I am using firefox to transfer a jpg off of my desktop. I used Chrome also, and got the same problem. [/quote] Do you have Flash 10, or 9? I remember the site having issues with avatar uploads and Flash 10, but worked okay with 9. I'm not sure if that ever got fixed. I also don't remember what the exact issue was, so it might not be the same thing.
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[quote who="Adam_H" reply="4" id="2690001"]Another inappropriate way in which summons behave like normal units is that when disbanded, they add to the population of the nearest city. Do your now unemployed bears and demons go get a job among the townsfolk, or what? [/quote] Circus performers?
Damage and resistance types are figured into rolls. The way combat works is the attacker rolls 0 or 1 to his weapon damage, and the defender rolls 0 or 1 to his defense rating. The difference between rolls is how much damage is done. If the defense roll is higher than attack roll, it's a miss. If, say, an armor resists piercing damage, then the defender gets an automatic max roll vs piercing weapon attacks. I'm not sure if the min roll is a 1 or 0. Basically, if I have 4 def
Actually, the one on page 1 does provide variable costs, since weapon stats tend to include combat speed (and armor has a penalty). If someone wants variable speeds per weapon type, they can just give piercing weapons a +1 combat speed bonus, and clubs -1, whatever they feel like.
[quote]Yeah, but as cool as special units (Dragons, levelled up sovereigns/champions, etc) might be, the basic units should be somewhat balanced. Balanced not in the sense of "is x unit better than y unit," but in the sense that they aren't doing damage 4x their own health in a single attack - that's just bad no matter what you're fighting, you either win in one hit or die in one hit.[/quote] Precisely. My problem isn't that hp is low, but that the stats (hp, defense, damage) aren't p
[quote who="SD_Zebrafox" reply="37" id="2689418"]I know right!? We're so amazing. So glorious! Not enough can be said about us, really [/quote] Look who's shown up again :P
[quote]Meanwhile… The tactical team has been working on some of the cheese that slipped through (bows and spells being over-powered). I had one of my AI players train archers and it quickly walked over all the other AI players without a problem which demonstrated a real problem with how bows and spells were working. The beta community confirmed the problem as well and so that was something that got zapped today.[/quote] The problem is not really with just bows and s
Apples and oranges. Very few things from TW are applicable to Elemental. There's a pacing option at game creation, but I'm not sure if it's functional yet.
It's an incorrect display tag. Spells generally do INT, INT/2, INT/4, etc damage, but they're all displayed as INT%. Stuff's not getting properly substituted somewhere.
My advice? Don't follow any strats, and instead just start screwing around. This is still beta, and that's the best way to find new stuff that most longer players don't see because we're used to starting out the same way. Doesn't have to be bugs, but glaring balance holes and the like.
As I've said in various places elsewhere, all "maintained" spells (including summons and applicable enchantments) really need to scale to your caster. Either directly by level, or by stats. The idea is as you get more and more powerful, you can summon stronger minions of the same kind - there's no reason a Level 1 Sovereign's Familiar should be the same as a Level 10's.
This is fixed in 0.92, I believe.
I think the real bug is the latter, where any mount costs a horse, even if the mount is a warg. It should definitely remain the case that capturing an opposite race's city gives you access to any unique improvements assigned to the city.
[quote who="Malloreon" reply="200" id="2688981"]Tactical Combat needs a lot of work right now, here are two issues I noticed: In pure Melee combat the person moving first is a sucker. Imagine the scenario in which your melee person has 1.5 AP. You can close the gap to your opponent (there is only one square in between enemy lines) and now stand there for your opponent to hit. So, instead you wait a turn for the NPC to move, then unload on him. In ranged combat, the pers
Might be an issue with that specific unit (custom designed unit?). I've not seen this so far but not used any custom ones.
As far as I know, yes. Make sure you enable "Show pre-release versions" in the main menu droptown in the top left in Impulse.
This happens with Kingdoms as well. Best as I can tell it has something to do with how bonuses are applied. I'm pretty sure you get the correct amount of income each turn (though I've seen Food toggle between 1 and no display on each turn, that was weird), there's just something really funky going on with display. Edit: I'll see if my save from this morning works shows it.
That's a cross-faction tile. Only Kingdoms can use Old Growth Forests. The message should really say that your faction can't use it, like it used to. Same story if a Kingdom faction tries to build on a warg tile instead of wild horses.
[quote who="mpiersant" reply="17" id="2688944"]Sounds like this dude is judging what the game is going to be like but what it is now. Patches coming everyday, fixes upon fixes. Wait until August 20 at the least before posting delay requests. [/quote] Yes, because 4 days before stores sell them (meaning they've already bought the boxes and have them in stock, just need to put them on shelves) is the perfect time to delay the game :P
You can build a merchant as soon as you have some materials. Game is playable again! Win!
[quote who="Anomander" reply="3" id="2688784"] Quoting Gorstagg, reply 1 Try turning off anti-aliasing. And advanced lighting. This has been a constant thorn in our sides, and almost always replicated in every BETA released? When will it be fixed? [/quote] From Frogboy's 3C thread: [quote] - We are close to fixing the problem with certain nVidia cards where the graphics are blurry or goofed up (affects a smal
It can't get delayed because all the gears are already rolling. Contracts are signed, deals are made.
[quote]Kiting is a MP issue, not SP versus the AI. Don't like it at all.[/quote] That's not true. You can kite the AI just the same, which throws off the balance of battles by making them a lot easier than they are intended to be.
[quote]Although a sword doesn't have range.[/quote] It also doesn't cost mana to swing! Are we going to keep going like this? :P
[quote]Am I missing something?[/quote] The tons of other posts like this. It can't get delayed.