tid242

tid242

Joined Last seen Member # 3164446
22 Posts 161 Replies 3,448 Reputation

Agreed on bears. Igny's tho... they've got a ton of armor (resistance?), taking only about 1/4 - 1/3 the damage a soft target (such as a bear) would take. Also, they are immune to fire, which negates my usual fire-spell fallback when I'm losing a fight. -tid242

6 Replies 2,640 Views

Furthermore, I think there should be no restriction on hitting one's own dudes with fireball. I can think of lots of situations where I care about killing the enemy more than not killing my meat-shields. -tid242

28 Replies 11,245 Views

Caravans have been removed from the game (correct me if I'm wrong on this), but Capitar's unique faction ability, "Legacy of Serrane" is that caravans cannot be attacked and give diplomatic bonuses or something. This is on the initial screen where a player chooses his/her sovereign and faction. cheers, -tid242

3 Replies 3,781 Views

[quote who="Jansious" reply="2" id="3092201"]Well, I got another crash, but the pastebin won't let me paste anymore now. Is there another way to format for here?[/quote] email it to them: https://forums.elementalgame.com/415288 cheers, -tid242

6 Replies 2,603 Views

[quote who="Frogboy" reply="50" id="3091736"] Game Mechanics. Factions still feel too similar. Champions need more differentiation. .[/quote] Actually, I think that altering the UI coloring for kingdoms vs empires would do a lot for this. While I like the current coloring scheme, it's made up of very warm colors, especially in screens like the tech tree, etc. all deep reds, greens and blues set in a rich warm grey backdro

209 Replies 667,914 Views

Wow, long thread. I voted "Excellent" because for a beta, I really do think that it's excellent. Each release has been substantially improved over the last and the framework is there for a really great game. I might be a non-mainstream gamer so my opinion might not mean a huge amount, but it's got a really laid-back feel that belies a drawn-out desperate grind against the world - which I really dig. That being said, there is st

209 Replies 667,914 Views

Clouds, Rays of Light, God peeing on the world? This is win7 with an nvidia vc Great (And addicting!) game thus far. More stable than 0.85 thus far as well. cheers, -tid242

0 Replies 1,688 Views

http://postimage.org/image/7s0pdpl6b/ [0.85] Bug Rat's Nest cloth map assets not displayed properly (see above image) [0.85] Bug. Additionally the reward for this quest (300 Guildar) rewarded twice for this quest. Once upon killing the "corpse spider" and then at then again upon clicki

0 Replies 1,773 Views

[quote who="Frogboy" reply="6" id="3068847"]Jon is lead designer on a different game that's in development.[/quote] ooh... Porta-Jon Tycoon? ok, I realize that this is extremely un-funny... On a more serious note: +1 on the double-click to auto-build fix, I was just finding that annoying about 15 mins ago. cheers, -tid242

117 Replies 417,215 Views

I might have missed this, but does anyone know if any of the "special abilities" some of the default sovereigns have are available by any means (other than modifying xml) for custom sovereigns? For example, is Ceresa's 'Staff of Souls' available by selection, or one must choose a pre-made sovereign to possess such things? If they are unavailable, [SUGGESTION] - it may be worth considering treating these "special items/abilites" such as the "super abili

1 Replies 2,067 Views

Curious when 0.76 is going to be released. I'm finally able to spend a little time with FE, but I don't want to post bug reports of things that have already been addressed and fixed. cheers, -tid242

1 Replies 1,415 Views

2 Item solutions: 1) Item Level Restriction - such and such item requires some sort of power to wield/use (character level, character statistic (mana in the piggy bank, strength, dexterity, research tree (in order to be trained with axes one's society must be able to produce axes to acquire the requisite institutional knowledge of axe-proficiency) etc.)). 2) Changing item awesomeness to item-potential awesomeness. Since this is supposed

146 Replies 70,302 Views

I haven't played FE at all yet (obviously) and perhaps in its current incarnation this already works well or is addressed. but... "Monsters" in EWOM were semi-intelligent in that lots were dumb but then some could "recruit" them and band up and then attack assets that they would otherwise be too weak to attack on their own. I would assume that these "intelligent" or "leader-esque" monsters may or may not have originally been involved with more

5 Replies 3,472 Views

yes yes maybe. -- I don't think 32/64 bit influences my buying decisions. Improved performance is always nice but buying a game for me is never a question of how well it runs, but whether the game looks interesting to play. Choosing between games isn't an issue for me as money isn't the issue either (rather, time is). This naturally precludes such a scenario where a 64 bit version of a game would work on my system whereas a 32 bit version wo

126 Replies 213,920 Views

[quote who="Frogboy" reply="17" id="3036774"]Hopefully the next dungeon he goes to will have ramps.[/quote] The Americans With Disabilities Act of 1990 (ADA) <span id="Title_III_-_Public_Accommodations_.28and_Commercial_Facilities.29" class="mw-headline" style="font-family: times new roman,times;

53 Replies 57,623 Views

[quote who="Tridus" reply="10" id="2987400"] Quoting Alstein, reply 1Unrelated but you mentioned it. I really wish Empire could get horses. Wargs should be an exotic mount that requires a random tech. I don't feel the current setup in WOM is a good design decision, it's just a nuisance. At a very minimum, I'd make horses a food resource for Empires, and wargs a food resource for kindgoms. Yeah, me to

75 Replies 163,071 Views

So... I have heard several times (since before release) that Ele was going to be a 4x-ish game where having a single well-built city could almost function as well as spamming the map with cities. I haven't played now for at least a month - but when I was playing, I never found this to be the case. Having more cities was /always/ better than having less, in so many ways - primarily by expanding one's sphere of influence into resource-he

5 Replies 10,963 Views

[quote quoting="post"] (my ‘wouldn’t it be cool’ feature is a spell that locks escape routes, making a given T.Battle a fight to the finish). [/quote] There is, it's called "auto-resolve" - just kill the baddies that can hurt you, then hit the auto-resolve button and your dudes will automatically wipe out all the peons, wives, and the like that are running too fast for the exits for you to catch them.

150 Replies 497,948 Views

Also, You should be able to kill champions who are wandering around in the wilderness - because they're annoying, especially if you're never planning on hiring them... -tid242

65 Replies 43,511 Views

I have noticed recurring problems with calculating hp's and # of units for stacks. It seems to be a bigger issue if stacks are made and then the game is exited and re-loaded, and I haven't noticed a problem unless more than one stack of units is in the same city. Especially if one of the stacks loses a few guys. It's to the point where I can mouse over the same city three times and it will tell me different "hp/hp:", "hp/total_hp", and "# of units in each stack" each t

5 Replies 4,026 Views