[quote who="psychoravin" reply="6" id="3326435"] I didn't know Stardock spent time supporting MODS? When did they start doing that?[/quote] I split the bugs I found into two groups; one that I can trace back to the mod - and one where I can find no traces of the mod present, which means it's part of the Vanilla game, therefore, is actually something Stardock could address if they wished. Many of my recreation attempts are done in the Vanilla game to prevent overlap.
Dairuka
[quote who="Heavenfall" reply="4" id="3326423"] I loaded your autosave and Ceto is counter-attacking just fine against wolves hitting him. If it's a killing blow there seems to be a visual bug that is present in un-modded games as well (the unit just falls down dead).[/quote] That's what I've noticed as well. Against Wolves or Skaths who both have +1 counterattack for instance, if it's dodged, they don't show the indicator as being dodged [i](w
[quote who="Heavenfall" reply="2" id="3326074"] Drota and Centaur not showing up is on the Known Issues list. This happens because the way they have their "mount" base given is non-standard and creates this loop. The option is to have their "mount" base tradeable, which I do not like because it allows the player to ruin those units. I haven't seen gnomes not showing up. I'll look into the Living Stone missing counter-attacks, thanks. Only the Frost Giant champions sho
Just like to use this opening paragraph as a reminder. I'm creating this bug list predominantly because I love Stormworld. It's renewed my love for Fallen Enchantress all over again, making it perhaps the most important Mod for me for 2012/2013. Be aware that lists like these tend to start off small at first, but grow to huge lengths - so I'll do my best to keep things concise. I'll add pictures as I go along. Please also remember that I am really incapable of being ab
Frogboy's reservations about reviews are pretty much spot on, given the nature of the reviewing industry. [i](Yup, it's one of [b]those[/b] industries.)[/i] The fact that Fallen Enchantress got such a good review despite it's predecessor only serves as a testament to how preservation can overcome any obstacle. I'm glad you guys didn't just dump this intellectual property like so many other companies would have. The premise was great, and the polish made it shine. P
trololol 7 hours ago @TheUglyTruth Apple is trying to protect it's patents and intellectual property. This is why we can't have nice things. [i](Removed spam links that came with copy and pasting, sorry Admin.)[/i]
Civilization 4 was my favorite of all the Civilizations. [i](V was too experimental and III was too easy to exploit.)[/i] Fall From Heaven II was my favorite of all Mods, for any game, ever. [i](Even beating out Desert Conflict for Battlefield 2)[/i] Having the lead designers from both of these come together is like a dream-team come true.
[quote who="seanw3" reply="9" id="2837914"]It is well known from the lore that Mancers are alergic to Certain types of leather on their feet. Trust me, the rash is not worth the extra move.[/quote] It's a pain though.
[quote who="DarkSide73" reply="6" id="2837170"]Capturing enemy cities send my economy into a downward spiral. In order to stop an aggressive AI player from attacking me - after they already made the threat. I began to systematically take over his cities. to my surprise each city I captured put my gilder and food into the red. I would think that if the computer is operating these cities and somehow has a stronger army than me that they can afford
[quote who="seanw3" reply="1" id="2837371"]Paul Simon and Tom Petty.[/quote] Tom Petty - Free Falling Tom Petty and the Heartbreakers - I Won't Back Down Definitely a favorite of mine too.
I've got to admit, Elemental seems to bring out the need for traditional classical music in me, but at the same time, due to the very intense aspects of a post apocalyptic word, bent on mutual destruction through magical warfare, or the potential of survival and growth in a world gone wrong... Apocalyptica stands out as a personal favorite for me. Four Cellos, fusing together the heaviest basses, and most complex guitar solos typically only found in Progressive Black Metal albums, with an ele
Right now, I'd prefer they finish up the major changes, before they trickle down to finishing off the balance. In the meantime, just edit the XML files and change what you don't like - that is the true beauty of games like this. My next XML change will include a free 3 Farms at every capital city to give every faction a big head start. It should make for some big cities and good fun.
[quote who="Trojasmic" reply="14" id="2837248"]i guess to make everyone happy, Stardock needs to make a slider on the world creation screen that lets the player choose food resources between few, normal, lots, etc. same with other resources same with monster spawn same with champion availability [/quote] Electronic Arts Sports, Civilization and Age of Empires (or similar to a slider) all learned the hard way that the best way
[quote who="trekwiz" reply="4" id="2837158"] Simply hitting "End Turn" essentially caused a crash. * I can't recreate it, the autosave does not reproduce this crash. I mentioned in another post that I stumbled on a workaround. When end-of-turn crashes were happening to me, I started saving more often so I wouldn't lose as much progress. I've found that when I manually save (not autosave) every turn, I never get an end of turn crash. My guess is it's related to the autos
I rapidly expand in the early game, often stretching my limited materials as thin as possible to get as much land and outposts (More outposts means more free population, and more caravans.) out as fast as possible. I almost always grab Heal and Teleport as my first two spells, which makes rapid expansion exceptionally easy, as city defense can be handled by a single Imbued Caster with 3-4 Oak Spearmen. If they ever took Heal and Teleport out of the early game mix, I'd probabl
[quote who="Sethai" reply="12" id="2837142"]getting more but less significant food resources would be a good way to make the food system more finely graded. at the moment one fertile land resource can mean the difference between healthy growth and economic paralysis.[/quote] What Xykon said. ...Err, Sethai.
[quote who="Delmoroth" reply="1" id="2836364"]Population in level 5 cities seems to reset to 670 when you load a game.[/quote] I still have yet to recreate this bug, I have only one Level 5 city so far however. Do you have any more information on it, so I can perhaps try to recreate it? Do you have a savegame I could download and try out to see if it is more a localized issue?
[quote who="marlowwe" reply="15" id="2837128"]It's true! He's breaking the fourth wall!!![/quote] Lo and behold mortals, for Frogboy and Kael gave us Catapults precisely so we could bring down the Fourth Wall, and so the peasants rejoiced.
[quote who="Istari" reply="11" id="2837097"]While that is a very practical idea, it is also meta-gaming. Bad Dairuka![/quote] Don't worry, I use my meta-gaming super powers for good. [quote who="Istari" reply="11" id="2837097"]Also, I tend to agree with Sethai on this one. It's like some arbitrary switch has been triggered when your city reaches a certain population. It's nice to receive goodies, but it need
[quote who="Delmoroth" reply="1" id="2836364"]Population in level 5 cities seems to reset to 670 when you load a game.[/quote] I haven't gotten that far yet with this version. I seem to take a very long time to grow my empires.
[quote who="tjashen" reply="2" id="2836559"]I'd suggest you guys post them up as you see them, so the specifics can be addressed one by one. Squeaky wheel and all that...[/quote] Squeaky Wheel is an unfair statement. It's more like opening the eyes of those who are too busy fixing other problems to see everything. It's a beta, and even if we paid for the game; we're still getting early access to beta patches for the sole sake of helping to improve this game become
I personally put a naming scheme beside each of my city names, so that when the pop up comes, I know precisely what city is being specialized for what. </
This patch has been indefinitely better than the previous patch. A lot of the issues from before have disappeared almost over-night, and I've only crashed once in almost two hours of play. The Developers are really on the ball. So, without further ado! More Bugs to report! Some are even new! This is a beta after all. (As with the last thread, this will be an evolving list, where I'll post all of the bugs I find as I find them.) <span style="text-decorat
[quote who="Lantros" reply="1" id="2835541"]I had the same problem today. I designed a early unit that takes all the materials. First thoughts "Damn, am i stupid?!", second thoughts "No i´m not. That shouldn´t happen." and third "Hee.... why not cutting some wood. It cost me gildars, but i get materials." Problem solved. But you are surly right. At the moment the start is difficult, if you don´t have a little luck with goodie huts. [/quote] Yeah, I
I have to admit, I really only bought this game to support it's newest development lead, Kael, who I've been a fan of since his early days of Fall From Heaven. I've always wanted to donate to his projects, especially after playing the CivIV mod masterpiece Fall From Heaven II, so it was a no-brainer to buy Elemental when I heard the news. To be truthful, I didn't think much of the game at first. Much like Dragon Age, it was too easy to exploit. For instance: the