Corbeaubm

Corbeaubm

Joined Member # 3440601
18 Posts 164 Replies 992 Reputation

[quote who="Wintersong" reply="10" id="2840178"] Quoting Corbeaubm, reply 1Arcane Arrow is even more broken. It's a bit like the Heal math, except that you deal twice the amount of damage (if you're meeting it's intelligence requirement) from any tactical range for less mana. Equipment? Pah! Get a couple of casters, and you can steamroll everything at a really early date.In my current game with custom Quendar Sov with Attunement and initial Int maxed plus all leve

16 Replies 74,515 Views

Arcane Arrow is even more broken. It's a bit like the Heal math, except that you deal twice the amount of damage (if you're meeting it's intelligence requirement) from any tactical range for less mana. Equipment? Pah! Get a couple of casters, and you can steamroll everything at a really early date. There needs to be a limit on how much mana an individual can channel per strategic turn. Otherwise most tactical spells become gamebreaking inst

16 Replies 74,515 Views

I'd say wait before you get even 1.1; remember the state of the last "release" version of Elemental? I would not trust the next release until there's been some time for players to verify whether or not the "beta issues" actually get eliminated in the 1.1 "release" version. Stardock may claim to have learned from their mistakes, but those are currently words unsupported by deeds. Give them a chance to prove themselves before you take them on faith.

29 Replies 18,790 Views

Yes, the small buildings do cost maintenance - which adds up massively if you're spamming the small buildings. There's an additional problem though: population isn't a meaningful restriction. The (basically free) Beacon of Hope in your capital will completely fulfill your population needs for most of the game, as long as you can build housing to keep it cranking out people. The stats definitely need tweaking on population in order to make it scarcer. Perhaps

17 Replies 8,378 Views

This happens to me too, with that first area of effect spell in the combat book (the only damage spell I've tried in tactical combat).

3 Replies 1,695 Views

One thing that's been bothering me is how one-dimensional, in an illogical way, the hero-focused game is. Heroes (by which I mean champions and your sovereign) have to buy their equipment from the item shop. This makes gold the end-all be-all of the hero game, which also makes it comparatively difficult to play a hero-focused game as kingdom (since Empire has much better gold access). It also irritates me every time I'm low on cash but abundant on other resources - I could a

6 Replies 31,435 Views

Think logically for a second. Why the hell would bringing a construction zone closer to your population base slow construction? It wouldn't. There is absolutely zero justification for this. None. At all. Nil. Zilch. Nada. Nor is there any imbalance that would occur from changing this mechanic to be intuitive. At least the 50-building limit has a metagame reason to exist (it prevents, or limits, the construction of a single huge chain

5 Replies 5,000 Views

When a city expands to border an unimproved wild improvement, attempting to build the improvement will take up the city's build queue. If this isn't classified as a bug, it ought to be. This is incredibly stupid, as literally the only effect is to require the player to [i]temporarily[/i] tetris their city placement to avoid connecting until after the improvement is finished. Hooking them up afterward is usually trivial and entirely beneficial, so this mechan

5 Replies 5,000 Views

It's here, too; when re-loading a save all my cities' influence radii get massively reset. I've had wild improvements, previously built within my influence, up to 3 tiles [i]outside[/i] my (large) capital city's influence upon re-load. It's most noticeable with large cities, both mine and those of the AI. This is a massive kick in the pants during play, of course, since all the wild improvements outside the reset radii wind up being demol

9 Replies 5,538 Views

After a crash to desktop (that occurred when attempting to enter the item shop with my sovereign), I'm also getting this error and cannot play. The game was running fine (well, aside from the occasional crash) for the ~4 hours prior to this latest crash. [edit:] And now it suddenly works again. What the hell?

15 Replies 50,644 Views

... that explains so much. That perfectly jives with my experience playing multi, except that I'm on the fast end. This is completely the wrong way to do a multiplayer turn timer for a strategy game. Actions are not distributed evenly across turns, and some strategies have different timings that require their player input on different turns than other strategies. And we're not even talking major differences in strategy, here; even a turn's difference in strategic timin

10 Replies 11,069 Views

Combat is boring for two reasons. First and foremost, because there is only a single damage type (currently), there is no tactical depth to unit design or to unit interaction on the battlefield. Your dudes are either better or worse than the other guy's dudes. Tactics don't exist, except for "when all else is equal, first strike wins". Second, the tactical AI is completely retarded and poses no challenge whatsoever. Any and all "tactics" boil down to expl

57 Replies 110,246 Views

All of my save files so far clock in between 1 and 1.5 megs. How big does gmail accept? Actually, that makes me remember Google Docs - that'd work perfectly for this, allowing files to be freely uploaded and downloaded. I'll look into how to set that up as we gain players. It seems pretty straightforward. I'll also try hanging out on the IRC chat more after the next game client update. Maybe there'll be more interest in this then, and traffic in the MP fo

5 Replies 6,695 Views

No one? Really? This is a chance to participate in something positive on these forums. We already have a thread about how it'd be nice to see something other than circular "debates" on Elemental and Stardock. It's not hard. You don't have to be good at the game to play a succession game, nor do you have to completely warp your playstyle to fit others' whims (including my own). This is a chance to discuss, play, enjoy, and perhaps even improve the game all

3 Replies 5,764 Views

[quote who="Noctilucus" reply="1" id="2759644"]You'll need to ensure you're all playing the same version, saved games will probably not translate well from one version to the next... [/quote] I am aware of this. I've done succession games before, with other games, and the main thread addresses this.

3 Replies 5,764 Views

As part of putting Elemental through it's paces, learning and demonstrating it's mechanics, I'm organizing an Elemental Succession Game. The first that I know of, at least on this forum. For those of you unfamiliar with the idea of a succession game (SG), it's a way of playing 4x games cooperatively. Basically, a group of players (usually about 4-6) take turns playing the same game for a set number of ingame turns each. At the end of a player's SG turnset, he posts a

3 Replies 5,764 Views

I'm really tired after PAX (oh god double shifts oh the pain I am an idiot), so please forgive my awkward phrasing throughout, but I want to get this started ASAP. Welcome to the first (to the best of my knowledge on the SD forum) Elemental Succession Game thread! For those of you unfamiliar with the idea of a succession game (SG), it's a way of playing 4x games cooperatively. Basically, a group of players (usually about 4-6) take turns playing the same game

5 Replies 6,695 Views

That seemed like a descriptive, helpful, and fair review. I'm actually impressed with the text, though the entire system of "scores" is a terrible way to judge games.

52 Replies 35,820 Views

I could have sworn that a dev wrote somewhere that influence is a hidden stat based purely on population cap. I can't remember where, though. :( Also, does anyone else think that it's ridiculous that an improvement inside or adjacent to your city goes into the production queue? The result is that you build more efficiently if you don't build next to the resource. It's another case of a completely unintuitive mechanic with no significant

75 Replies 214,625 Views

Performance is now minimally playable, if still far below what the hardware is capable of. The balance changes are also particularly welcome. Really, the main thing missing at this point is competent AI opponents - which we already know will be a focus in the future, even if progress on a system that complex is never fast and easy.

186 Replies 344,363 Views

Elemental still only utilizes a max of about 35% of my GPU capability under 1.7, but that's better than 0% under 1.6. Find more of those "magic bullets"? I get around 15fps mid- to late-game, which is a massive increase in playability (compared to 5fps) but still rather bad considering what the hardware can do.

432 Replies 943,159 Views