Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,867 Replies 34,020 Reputation

An item generator that is reasonably included in the game, like an in-game "forge", is on my top wish list for this game. Possibly Random, awesome weapons and armor. Great Diversity for Great Justice! The point of the forge would be that you have to spend a lot of resources on it to gain something unique. The point of questing is those rewards are "free" in the sense that they have a different cost (time, effort).

26 Replies 92,764 Views

6.08 Fixed an issue with a bare drota head being randomly assigned to units Fixed so that ExpandedFactions racebonuses won't taint the workshop with bonuses that doesn't work (you won't see them in the workshop anymore) Fixed Leather Helms for Drota, Goblins, Death Legion and Elves (wrong category, no defensive bonus) Added Sub-mod ExpandedFactions_Racetypes enabling players to build their own sovereigns or factions using the Drota, Goblin and Death Legion models (Elves

457 Replies 637,874 Views

Hello, Right now, the only way to make the AI "harder" is by increasing their health and resource production (extending to tech research as well), and making them cheat with the FoW. I think this can be improved upon. I would like you to consider making the AI 1) Build improvements faster and 2) Train units faster I think this would lend great gravitas to the higher difficulties and make them significantly more challenging.

1 Replies 1,017 Views

Uploaded 6.07 Updated to 1.09t standard Living Stone health bonus reduced to 80% [quote who="GaelicVigil" reply="59" id="2841902"]This is just a fantastic mod, the best I've seen so far. Thanks for all your hard work Heavenfall - you're Stardock's dark horse employee, they should hire you on as a content developer! I've played with this only in one game so far, but one pet-peeve of mine is the size of the Goblins. I just wish the

457 Replies 637,874 Views

Nice! I had no idea tineye did that, I always used custom sites to search for my images but it's obviously a hassle to download a picture manually just to upload it again. Question: does it work with porn?

15 Replies 24,427 Views

[quote who="Malsqueek" reply="1" id="2842108"]You have some good points on limited spell usability, but don't you think that the game should be balanced at normal and then scaled for hard and easy mode rather than balanced at ridiculous and scaled back?[/quote] Absolutely. But the fact remains, that there are a lot of spells that are useful on normal that lose any purpose on ridiculous. The higher the difficulty, the less the game feels like a "war of magic".

6 Replies 6,742 Views

I'd like to offer my feedback on the magic in the current beta. I will discuss magic from a perspective that includes difficulty, and assume that I am playing on Ridiculous. Obviously, everything I present here will be my own opinion. http://img443.imageshack.us/img443/6110/elemental1291925247.jpg First off, nearly all tactical spells are 100% useless, and I never use most of them. No

6 Replies 6,742 Views

Uploaded 6.06, fixing the kingdom stuff and fixing the expandedfactions_greathealthregen as well (it's a tiny mod and still I managed to enter at least 10 errors). Also updated the values in that sub-mod from 5-10-15-20-25 to 5-10-20-30-40 (still a nothingness compared to units with 28k life at end-game)

457 Replies 637,874 Views

I would go as far as to say that right now it's handled in a gamebreaking way. Let's say I'm midgame against a ridiculous enemy. I go through the techs to discover new world resources, because I need them badly. So I get to the end and what have I gotten? All the new resources spawned in the territory of another player, that I am at war with. Not only did I get NOTHING for going so deep in the adventure tech tree, I actually BOOSTED my enemy's performance. Happy days, I just g

9 Replies 2,090 Views

First, "Refined Learning" in the Imperium tech tree. This is a repeatable technology, that I think is supposed to increase all tech research by 10%. This tech does nothing. Kingdoms have a similarly placed and named tech called "Refined Education", that does work. Second, Empire has a tech called "Superior Mining", which implies that it should unlock a smelter building. I have quoted the text. [quote]The only sources of metal in the world at this point are the various metal de

0 Replies 481 Views

Another bug in the same genre. I captured an enemy town that had an umberdroth pack connected to it. Even though the influence did not flip for 3 more seasons, I could still build umberdroth packs in the captured city. When the influence did flip, the umberdroth pack was no longer connected to the same city, but another city.

1 Replies 686 Views

This is just a tiny bug, but it's still in there so I figure I might as well report it. Scenario: I am training Umberdroth in a city. I have 3 units queued up. An enemy destroys the improvement. I am still able to train the remaining umberdroth in the training queue. I guess the expected result would be that when I lose a required improvement connected to the city, the training for units that require that improvement is cancelled.

1 Replies 686 Views

6.04 Updated to 1.09s standard Balanced White Wizard, 'Ard and Stormlord core stats Fixed issue with sons of the White Wizard looking like golems Added sub-mod ExpandedFactions_Petlovers adding pets to each sovereign for the expandedfactions - these may be used for custom sovereigns as well Updated masked DeathLegion to give bonuses +5 accuracy, +3 dodge, +1 combat healthregen Updated Elf racial bonus chain of the people (bonuses doubled)

457 Replies 637,874 Views

There have been various hints that a demo will happen after the release of the 1.1 patch. Speculation: They will try to release it before christmas.

25 Replies 49,679 Views

Most of the time you won't get a comment on your thread in here. But everything gets read, and sometimes it results in a fix. Obviously it's not as easy as "I reported it, it should be fixed". "Good error reporters" keep reporting bugs, and expect nothing but a better game for it.

157 Replies 374,650 Views

Yes, you can define where items will attach on a unit. The way slots work is, each slot is open by default. An item can be placed in a slot, and then it becomes closed. An item can also be placed in more than one slot, and both of those then become closed (say slot X and Y). Then, if you equip an item in slot Y and Z, X slot will open up. Maya would by far be my recommendation. Check out https://forums.elementalgame.com/401142<

10 Replies 6,640 Views

Alright, here's one for the odd book. This is in an unmodded game, for the record. But it's real. I'm not crazy. I'm not. Very rarely a kennel will fail to produce wargs. Speculation: I think it has something to do with the building finishing construction extremely quickly. http://img52.imageshack.us/img52/6679/elemental1291953168.jpg Note that the kennel is completed, and yet, turn after turn

0 Replies 510 Views