slik

slik

Joined Member # 3307450
8 Posts 21 Replies 326 Reputation

Finished a battle, went back to strategic map and the CTD. zip file -> http://dl.dropbox.com/u/59579298/FallenEnchantress0_86-2012-02-24T21-08-24-747.zip debug.err -> http://pastebin.com/PBFS3ns5

0 Replies 1,776 Views

#6 probably has a lot to do with the Double Kills bug I mentioned upthread.

6 Replies 12,036 Views

Production per city is determined by [code="c++"](Px0.1+M(5+I))(1+U)[/code] Where: P=population M=materials I=improvements that supply so much production per material U=unrest plus other modifiers for city production. Example: Population=30 Materials=3 Improvements=Workshop(3 production per material)+Lumbermill(3 production per material)=6 Unrest/ect=-40% production for unrest+10% production from a Mason building=-30% [code="c++"](3

6 Replies 12,036 Views

I think attacking should cost a movement point. That is all.

28 Replies 110,964 Views

It would be really nice if you could right-click an item in the tech tree and be taken directly to the description in the Heirgamenon. Also, in the build menu when hovering over buildings, list the produciton cost. This information is available in the Heirgamenon.

0 Replies 3,789 Views

[quote who="Zard0z" reply="2" id="3076535"]What I would be glad to see in final version: 1. Food. What does it do, where does it come from, etc.? Current mechanics stimulate city spamming, I liked idea with houses, food and population in Elemental. In FE, I see buildings that add +N per grain, but where are numbers for food, grain? Also, production on tiles. What does it affect? Where can I see what tiles does a city utilize, what production potential it has? Those icons

4 Replies 3,740 Views

She becomes stupid-powerful mid/late game. It's a trade-off. Plus, my one city was far more advanced than other cities by the time I fought my way out of my corner and my units were all more advanced. We'll agree to disagree. But yes, let's see how things play after the next patch.

13 Replies 54,880 Views

[quote who="crass_monkey" reply="4" id="3076095"] - on a different note, why do new units appear outside of the city, instead of safely inside? units are so easy to miss in any given turn, and they're vulnerable out there. [/quote] There is an option to have new units spawned inside the city. [quote who="crass_monkey" reply="4" id="3076095"] - procipinee seriously needs at least one minor damage spell to start off with. my game started off with her essential

13 Replies 54,880 Views

Of course, then we have the problem of putting a horse under them. Maybe mounted units get less ranged accuracy? Also, horses are beasts of burden that have been helping mankind on the productivity front, for a long time. (Oxen as well, but we don't have cows in elemental.) Maybe we could have some improvements that increase productivity, but require some horses to build. This might take some surplus horses off the map and give some more desicions to make.<

56 Replies 33,924 Views

[quote who="JPRL" reply="2" id="3076475"] - This version seems to be less stable than 0.75. I frequently suffer crashes (program ceases to respond and the program has to be terminated by Windows). This happens as I end a turn and there is a city growth and/or research finished message, but it is not consistent. As I now save at the end of every turn I then restart and this has worked every time thus far. Also note that sometimes these messages appear successfully. A couple of times I&#39

6 Replies 4,761 Views

How about being able to enchant armour, and only certain types of armour can get certain types of enchantments. Use your imagination on what those enchatments could be.

56 Replies 33,924 Views

[quote who="BeardyDan" reply="27" id="3074934"]Could someone explain how this champ is overpowered in any way: She would make a crappy mage, only having water the dullest of the 6, and at 1 damage a time isn't a threat even to a dog! How are you going to level her when the XP sharing comes into play?[/quote] I think I'd stick her in a city with xp generating buildings and go path of the governor with her. Hopefully that path will get flush

30 Replies 21,132 Views

What I wanna know is, when are you going to release another video of you ambushing a developer with a camcorder? I love those.

98 Replies 228,184 Views

This has happened to one of my cities in one of my games as well. [e digicons]:(O[/e] Thread for reference, has a saved game with repeatable problem. -> https://forums.elementalgame.com/416896

43 Replies 184,872 Views

Being able to retain experience for early game units while upgrading them to larger unit formations would be swell. The way I'd like to see it be done; if you wanted to upgrade a party, you'd have to be in a town (maybe with a training yard, and a blacksmith if metal equipment is required) and it would cost the difference in materials, metal, time, ect. to be able to upgrade. Plus, the experience previously gained by the squad would be split evenly amongst the new squad s

3 Replies 21,077 Views

You guys deriding the tech tree are being downright silly. Yes, tech trees are a gating mechanism. They are also an abstraction , and they fit perfectly well with the genre and the lore. Are you looking at techs from your own perspective, already knowing how all the things you are researching are supposed to work? Or, are you putting yourself into the role of a monarch thrust into an uncivilized world that has lost all knowledge? I'll just touch o

5 Replies 4,676 Views

I was thinking that the techs opening up new quests and higher level heroes should be divided. Quest levels spaced out in the tree, with the higher level quests (with all that awesome loot and experience) burried deep in the Magic tech tree. Really deep. Heroes would still level way too fast though. My vote is for divided xp.

27 Replies 16,784 Views

Here's an Autosave 1 or 2 turns before the crashy save was made. It loads fine. http://dl.dropbox.com/u/59579298/AutoSave.EleSav

1 Replies 2,314 Views

Game started with 0.77. Game is mid/late game on medium map. 300+ turns in. debug.err -> http://pastebin.com/kcdPsf15 debug zip file -> http://dl.dropbox.com/u/59579298/FallenEnchantress0_77-2012-01-29T21-00-53-101.zip save game file -> h

1 Replies 2,314 Views

I thought the beacon of hope thing was weird, doesn't even match the tooltip of giving one prestige. Getting 10 prestige after the first three tuns just seems broken. Gobstein is indeed right in that the equivelent empire building only gives 1 prestige. It's easy to change back to the 1 prestige it should(?) be. Change the 10.0 to 1.0 in the following file: Elemental\data\Language\Core Improvements\KingdomUniqueImprovements.xml [code="xml"]</p

247 Replies 313,394 Views

I had 10.8 installed when I first played the game with 1.06 and the mouse pointers were fine. When Impulse updated me to 1.07, the mouse cursors were using the wrong states and getting confused. (i.e. an attack icon when moving a unit, bow with the red circle and slash through it when I could actually attack, mix n' match, really.) Switching over to windowed mode fixes all of that. I had only ever played 1.06 in fullscreen mode. That's not so bad really, as the O

4 Replies 2,428 Views