Well the magic nerfing is great, although I still reckon that Heal ought to be INT based. The high amount of Gildar reduction seems scary to me, but I'll see how it works out before I can really judge it. Everything else is unquestionably good.
Cruxador
[quote who="Spitz" reply="6" id="2839883"]I'd like to see intelligence effect the number of spells you can cast per tactical turn. If channeled spells are implemented, intelligence should effect how quickly a spell can be channeled.[/quote] This does seem like a very good solution, but since it has been suggested a while ago, and Frogboy noticed it, said it was interesting, and then ceased to consider it (despite it being brought up favorably since
[quote who="Sethai" reply="10" id="2840104"]it's not that bad, just that there are no other spells capable of dealing that magnitude of damage. though i will agree it does need some way for the target to mitigate the damage. if only we had a saving throw system. the new magic resistance is a good start, but it only works as an all or nothing mechanic, instead of reducing damage.[/quote]The irony here is that a "saving throw" generally means an all-or-nothing system, whereas "resistance" tends
There are a fair handful of things that increase unit training time. To decrease it again, build a barracks (or upgrades thereof).
[quote who="cfehunter" reply="2" id="2839819"]You need a minimum int rating to be able to cast most spells.[/quote]My understanding is that this does not apply to sovereigns. Nothing I have seen in play contradicts this. [quote who="Wintersong" reply="1" id="2839812"]I see no point in increasing anything else but Intelligence for a spell based Sovereign (except maybe some early Constitution points). Arcane Arrow and Arcane Strike are enough for your damaging needs as
Right now, Intelligence is not very useful, even for a heavily spell-casting sovereign. It applies, as far as I've noticed, only to a couple non-essential spells, and does nothing much beyond damage. There's probably some other spell that uses it that someone who's explored spells a bit more than me could point out, but nonetheless, it's very sparsely used. As it stands, you're better suited just putting those points in Strength and never using the damage spells - the extra melee damage will
[quote who="Lord Xia" reply="21" id="2837795"] quoting postI also want to emphasize how much we enjoy hanging out with you guys on the forums. Truth be told, the community of Elemental is really amazing. Seriously, check out our forums and look at how people are, Lord Xia is my favorite poster and I would let him make babies in me if I had a womb. It’s a great experience for all involved and we thank you for that. Your continued support and ideas fuel our motivati
[quote who="eobet" reply="15" id="2837163"]I have not had time to play this game (or any game) at all lately, so I would also like to know if those of us who bought the game early automatically get the expansion packs added to our Impulse accounts, or if we actually have to take action of some sort before the 31st?[/quote]You have to have updated it at some point. Most folks probably have done this already, though.
I expand when I see a good bunch of resources. I train up a settler and send in some spare champion to defend it.
[quote who="davidjc_af" reply="7" id="2836400"]Lawl, I am so tempted to youtube this thing crashing. This game crashes like within 5-10 mins. I dunno what people are smoking. Run it on large map with full AI opponents. I am very close to youtubing it and showing a timeline and the number of crashes that occur. Narrate it and all....just so people can see. I won't do this until after official non beta patch. But my patience is coming to an end.[/quote]The official non-beta patch will pre
[quote who="xStarfirex" reply="4" id="2836258"] Quoting Cruxador, reply 3Why would the merchants and markets thing be a mistake? It's a good bonus (or it would be if it wasn't broken at the moment) and they become available at different levels. And there was a huge thread explaining why merchants giving a static +1 was a less than ideal situation. It's probably in the Ideas forum, if you want to go find it. I can understand why just having them produce a static +1 is less
Why would the merchants and markets thing be a mistake? It's a good bonus (or it would be if it wasn't broken at the moment) and they become available at different levels. And there was a huge thread explaining why merchants giving a static +1 was a less than ideal situation. It's probably in the Ideas forum, if you want to go find it.
I came here expecting a rant from someone who was unhappy with the state of Elemental, probably due to beta patches being beta. I'm much more pleased with what I found.
[quote who="tjashen" reply="3" id="2836011"]Cruxador, are you using any 'old' units at the moment? I purged almost my entire Mygames/Elemental/Units folder trying to get 1.09o to work early yesterday, before I downloaded the new patch (1.09p). In my debug.err file, I saw some 'broken' calls for models and such, which older unit files would be doing. Derek said that you'd have to start a new game with 1.09p to avoid having problems.[/quote]That's a good idea, I hadn't th
I've been playing all day, and I've been having plenty of crashes. I don't go more than half an hour without one. Haven't pinned down any causes yet, though.
[quote who="StevenAus" reply="26" id="2835987"]Actually, you need to put them in Mods subdirectory in the install directory of Elemental, and turn on "Use Mods" in the Options screen in-game. Hope this works. Best regards, Steven.[/quote]Ah. Mods need to be manually enabled from options; that's what I was missing. Thanks! I would likely have never guessed.
This is pretty much the first mod that I've felt any inclination to use. The factions are interesting, while staying in line with the feel and fluff of Elemental. EDIT: Unfortunately, it turns out I have no idea how to install this. The instructions provided seem to not work.
Looks like it's up now.
[quote who="jmhiggins" reply="2" id="2835828"]This is certainly still present in 1.09o as well. I could trade my boots to procipinee but they would not show up in her equip inventory, nor would I be allowed to purchase them if i took her to a shop.[/quote]Oh, how horrible! The poor lady must be given the ability to shop for shoes! Every woman needs that ability.
[quote who="Istari" reply="62" id="2835795"] Quoting Heph_, reply 61Hmmm where is that promised update? (And "Ai wars 3" for that matter?) I think that this thread technically is AI Wars 3. Still waiting on that update though. (Like Brad has nothing better to do.)[/quote]I'm pretty sure Brad's primary focus is AI at the moment, and Kael certainly seems to be doing a good job with what he's doing, so I reckon that in fact Brad doesn't really
AI don't over-house, that I've noticed. I guess they could prioritize the tech for houses more highly, but it seems fine to me. The AIs don't build housing in excess of their ability to support, and even in Beginner, they don't check how convenient their cities are for potential conquerors. If you need additional food, get additional food production. It should be available, since the AI had access to it. On the razing note: It is not as simple as setting a torch to a thatched roof. P
[quote who="Trojasmic" reply="47" id="2835746"]add a tech called wolf whispering... or a sovereign type called "druid" that would allow you to talk to animals... you may have stumbled onto a winner here! nice bug! and who says all beta bugs are bad?[/quote]I was thinking like a Talent, but a sovereign type may be better. I don't care for that name, as "Druid" implies more mysticism than the other sovereign types, but I don't have a better idea. It could be broadened to also includ
[quote who="Takao21" reply="41" id="2835711"] 6. Wolves won't talk to you anymore (I might actually miss this bug). What about adding a wolfbrother attribute?[/quote]That would be cool - allow wolves to be recruited like champions. It would probably be a huge hassle to implement, and pretty mediocre later in the game, but it would be great in the early game and just in terms of being awesome.
This stuff seems like it would be a good use of the Equipment section on the sovereign creation menu.
[quote who="pad152" reply="14" id="2835549"]Derek I was part of the beta process before Elemental was released and I'm seeing the same beta process of one broken buggy release after another and wonder will the 1.1 release will be any better, there never was a stable version before release! You can't comment or test features in a game until it's some what stable, so far all of the 1.1 beta's do little more than just crash. I'm suggesting that even a beta versio