tjashen

tjashen

Joined Member # 3503845
109 Posts 892 Replies 28,404 Reputation

Wow, that list has grown a LOT since I last read it. The last two days must have been rather busy at Stardock! Two quick, minor requests when posting these upcoming changelogs. One, that the thread title indicates that the changelog is for an upcoming patch, not the current one. That way, people don't get too excited prematurely. Two, that as new items are added to the changelog, a date header is added before the list of new changes. Ex

152 Replies 91,809 Views

I've played a few more turns, and Gildar generation was stable/reasonable. So I'm guessing that, as mentioned before, the Gildar glitch comes into play as loot from battles every now and then. As quickly as the totals jump, and the fact that I'm usually battling monsters a LOT when this happens, it makes sense. I've been watching for specific instances after my last post, but haven't seen any recently. I'll post them up as they occur.

7 Replies 3,293 Views

One of the things I really enjoyed about pre-1.09n Elemental was the plethora of summoning spells for the various elemental schools (Fire, Earth, etc.) that were available. For the most part, I'm not seeing these in 1.09n. If you learn School of Summoning, yes Demonic Ally, etc. become available, but these aren't the same as Fire Elementals and Fire Giants, etc.. I'd argue that under the new Mana Generation system, the cost of Summoning creatures is now more significant

7 Replies 3,626 Views

This is why a few of us have suggested journal entries for quests stating where the quest originated, which hero/sovereign initiated the quest, a general description of where to look for the next destination of your quest, etc. this is obviously not a priority, but it is a needed feature that should be implemented as soon as it becomes practical (workload-wise).

10 Replies 12,340 Views

Perhaps fish in the world of Elemental aren't tasty or edible... possibly due to toxins in the oceans left over from the Cataclysm. That being said, a nominal bonus for harbors (+1 food, or +5% to food produced by the city) sounds interesting.

30 Replies 25,148 Views

I'm liking this mod. Thanks for putting it together! I've modified the bows to the new 1.09n stats to playtest the new values while we wait for the next update to the patch. Barrage/Suppression is a nice touch, and some of the other abilities you've introduced are pretty cool as well. My only complaint is that this is an 'invisible' mod (the mods interface doesn't see it). It took a few tries & some folder experimentation to get it to work for me (user ac

127 Replies 197,369 Views

As stated above, 1.09e is the latest 'official' patch available. If you get your patches through impulse, you need to set it to 'show pre-release versions' (first tab in the upper left hand corner of Impulse/My Games) in order to see, & possibly download the beta patch. That being said, the beta patch is in some cases more buggy than 1.09e, but does introduce Global Mana, new spell trees, and a few other adjustments.

6 Replies 3,566 Views

Yeah I had some Ythri 'Observer(?)' units defending a city. As I only had archers in my group, I killed the other unit (Spouse) but after about 15 hits with 'resist' appearing each time, I ended up leaving the combat, switching over to Melee weapons and re-entering the city to beat the Observer unit up. The 'Observer' unit only had a 5 defense, and a spear. Unless that's a special ability for certain Empire units and such (missile weapons automatically miss), this probably

7 Replies 3,279 Views

[quote who="Frogboy" reply="51" id="2832520"] Quoting Trojasmic, reply 48I see one "fixed a crash where X happens..." in the list so far... have we been able to find the cause and fix other crashes yet? I don't tend to document my crash fixes and I've been the only one doing them in the past few days due to the holiday. But I've nailed a number of them. I'll try to be more vigilant about it. It's just that crash fixes are boring.[/quote] True, posting 'fixed more crash situa

152 Replies 91,809 Views

I hit a situation in my last game (still 1.09n beta) where my adventuring/ruins tech was level 3. My economy was running in the negative (-5 or so a turn), and I built a few markets to compensate. However, I was really racking in the Gildar from ruins and monster battles. I went from struggling with around a hundred or so Gildar to having 41,000+ in the coffers in a small number of turns. The monster battles were 'reporting' a reasonable amount of gildar, as were the

7 Replies 3,293 Views

It will all depend on which system is in place when 1.1 hits. If combat is calculated via square/squareroot, then some values may need changing (or the attack & defense 'die type' bumped up by some value). There's another thread on this, where we've discussed the odds of square/squareroot at some length. If calculations are linear, then there is always a chance that the larger unit's damage defense roll will be a 1, in which case the 3 attack (plus strength) for the cl

40 Replies 17,458 Views

You can edit the .xml on your Sovereign to restore Organized, if you are feeling the need... I've been using notepad. Sovereign_Ability_Logistics_Organized Look under Documents/My Games/Elemental/Units to find the .xml stats for your custom Sovereign. I forget now how much the ability was worth (I'm thinking 10 points) in case you want to balance your character accordingly. This still works un

6 Replies 8,073 Views

Well, at least your city won't grow anymore at that point... I've been in the negative on food a few times myself. I'd hope that there is a starvation game mechanic in the works for some future patch. Exploit it while you can!

3 Replies 2,016 Views

Just letting you know that this is a known issue (a few people have posted about it). Kael mentioned that he's been able to reproduce the problem on his computer, so hopefully he's able to solve it fairly soon. The having to rebuild improvements is good to know about, though.

1 Replies 1,336 Views

On the 'need to be connected' thing. I've been seeing that with the original 1.09n data patch. I simply start up the game with my internet connection open, and once I've loaded the save game or chosen my options for the new game, I use the 'windows' key to get back to the desktop, close my internet connection (I like to know that my computer is secure when I'm not able to see what's going on), click on the Elemental 'program box' along the bottom of the screen to get back into Ele

64 Replies 29,888 Views

Remember that Bows also get the Strength bonus added to their attack strength, so it's likely that Cedar Longbows won't be attacking at 'only' 12 STR. So, yes, even with 20 Defense, in the right hands Cedar Longbows shouldn't have too much problem penetrating said defenses. 30 Defense, on the other hand, might be a bit difficult, unless you have somewhere around a 30+ Strength. That being said, it'd be nice to see some more powerful bow technologies for late game (

152 Replies 91,809 Views

Just wanted to see if everyone else is seeing this as well. Every new game I've started under 1.09n has had an Elemental Shard and a Food Resource within 2 squares of my sovereign, as well as 2-4 goodie locations (abandoned caravan, etc.). Also, it looks like the character creation system no longer allows you to pick fire, earth, etc. as your spell specialty at the start of the game. If so, you'll have to choose the appropriate one through research (presumably the same a

5 Replies 2,852 Views

One way you could skew the combat calculations would be to change the attack/defense values of various items up or down to get it closer to your desired effect. Example: If you want Strength to be less of a factor, increase the weapons values a bit (double, extra 5 points, etc.) so that the strength bonus isn't as significant. If you want 'unarmed' people to be a little tougher, design an item that's free but provides 1 or 2 defense. As soon as Dodge is fixed, ther

5 Replies 4,350 Views

[quote who="Carewolf" reply="18" id="2831327"] Quoting tjashen, reply 7 Simply put, the Square/Square Root system heavily favors whomever has the higher value, with the difference changing things exponentially. Once one value is 20% higher or more than the other, things skew very quickly. Quadratic! not exponential. Quadratic and exponential are both super-linear, but exponential is a special type of super-linear progress that is particular bad, so pleas

21 Replies 13,389 Views

OK, since we are citing battles now... http://en.wikipedia.org/wiki/Battle_of_Isandlwana To be fair, the British were outnumbered 10 to 1... I could also argue that a well swung club might snap a neck or two, regardless of the armor protection... plus if the armored guy trips or something, that's an opening the lesser armed 'clubber' can exploit. That being said, I'd think the guys in

40 Replies 17,458 Views

As I've stated in some other threads, I'd like to see the Character/Hero aspect of the game improve. Anything that makes characters more interesting, and different from each other, adds to the replayability of the game. As an example: Ralene The Weaver is recruited. As it stands right now, she's just another hero in my ranks that provides a bonus. But what if Ralene was a master at Staff combat? Then I'd be looking to get her the most awesome staff I

14 Replies 4,275 Views

OK, now that there have been some responses, here are mine: 1) I'd say at the end of the combat there are 10 or so peasants standing amongst around 90 5th Level Knights. 2) At the end, there may be a peasant or two left, amongst 98-99 10th Level Heroes 3) I'm thinking 7 of the 10 heroes are probably still standing, with only a few peasants (4-8). The last peasant or two got the drop on the unlucky hero in those other three fights. 4) I'm th

40 Replies 17,458 Views

One way the interface could show you what just happened, if your attack failed, would be as follows: Dodge wins vs Accuracy: "Miss" appears Defense wins vs Strength: "No Damage" appears That way, you'd know if the Dodge skill was responsible for the miss.

21 Replies 13,389 Views

[quote who="RFHolloway" reply="6" id="2830791"]Depends what you mean by 5 times better. 5 times better to hit, 5 times better damage 5 times better defense and 5 times more HP should be 625 times better. My expectation/approxmation for a free fight would be calculate attack*defense*Damage*armour*speed*HP*number of units*number of units for each side subtract the smaller from the larger calculate the number of units from the winning

40 Replies 17,458 Views