ddd888

ddd888

Joined Member # 3558148
74 Posts 1,182 Replies 15,697 Reputation

this is what happens when i try to build in any town: [img]http://img18.imageshack.us/img18/6949/emptyce.jpg[/img] tried also various sovereign/races but still the same my dxdiag : http://pastebin.com/download.php?i=gHCKQfRF

1 Replies 381 Views

Spell Name: create illusion Tactical Arcane Knowledge: 15 Mana required to cast: 5 No. Target friendly unit is cloned with 1 hp, dies at first hit Spell Book: Book of summoning note: the illusion need to be the same as original so if 1hp is a problem can have same hp as original and negative res/armor or some trigger to make it die at first it Spell Name: exchange Tactical Ar

243 Replies 841,478 Views

a few spells fast coming to mind: invisibility=no need ot explain taunt (this was very cool in kings bounty and also working in mmo) =makes the unit attack who you want (like in mmo) or makes friendly unit the only target for attacks(like in KB ) exchange=(between friendly and or enemy units) trap= place a trap on a tile on the ground damaging and or slowing who pass over it illusion=create a fake copy of target friendly unit bomb

84 Replies 258,568 Views

well it depends on many factor like mana costs of spells, and stuff like that also need to see the new system for building towns combine into it how can we judge a totally new concept like changing empire into kingdom? well maybe its just me but i cant argue b4 i touch with my bare hands

26 Replies 33,528 Views

in some case i could agree, maybe some unique "artifact" with great power but in general, no, i dont like the idea of a map flooded with items

7 Replies 31,243 Views

since we read its going to be in some next beta i wanted to start this discussion as usual im not a big fan of rng and i have a VERY BAD memory of mom dispel it was FRUSTRATING most of the time, sometimes just dispeling EVERYTHING on the field(with disenchant area), sometimes just not even a stupid buff also it was completely anti strategical to not have a idea of what you were paying for as for the last point i suppose its possibl

0 Replies 2,418 Views

i like changes to magic system, looks promising and solving various problems reported in past beta im looking forward to try it asap :) also its very cool to have units(and champions) with special abilities, i loved very much that kind of things in kings bounty and if its going to be similar im very happy

332 Replies 834,404 Views

yeah i noticed that too in the last game, its decent but cant compare to what you had in 2a anyway could you manage to lvl up your sovereign like b4 ? could you defeat strong beasts ?

5 Replies 2,331 Views

the feeling while playing 2b is that its way harder to defeat enemies, in 2a i was focusing more on a fighter route increasing attack and defense while in this build im focusing ofc on magical stats the problem is i find very hard even to defeat bandits and spiders, often my heroes die and even my sovereign its hard to lvl up how you guys play this build? do you still focus on normal combat stats to make it easier questing? or is there any trick i

5 Replies 2,331 Views
Reply to Praise. in War of Magic

out of curiosity you have a quad core?

12 Replies 10,474 Views

there was a bit of discussion about shard in my thread here too: https://forums.elementalgame.com/385578 ps i like the shardsplosion idea (also the name :D ) even if not to destroy the land but something cooler maybe

1 Replies 3,750 Views

[quote quoting="post"] Interesting Choices. Being forced to spend essence to build a city is not a choice interesting or not. I’m inclined to find some other use to revive land rather than forcing users to use it to effectively build a town. That is, we’d let the player build cities on the foresaken land. That’s a pretty big game change but when you add the new game behavior that the sovereign can only found their kingdom (after that, only pioneers c

79 Replies 221,986 Views

[quote who="Sareln" reply="15" id="2664259"] CIV V is keeping everything on one map (Strategic Map) so ranged bombardment makes sense in that context, since you would otherwise have no ability to simulate direct ranged combat (CIV IV used the concept of first strikes). However, Elemental will have tactical battles along with a strategic map, and with that kind of system I think that the strategic map should not include archers with indirect fire, since it muddles the difference bet

41 Replies 19,111 Views

i thought of this as a "final" research for adventure tree: adding a huge quest divided by steps who leads to something epic! example: after a bit of research you unlock some new research "misterious writings" that allows you to go in 4 5 ruins all around the world and find some old tablets you cant understand then the next research will be decipher chapter 1-5 any chapter will lead to find some ingredient for a formula searching the appropriate beast (some spi

3 Replies 3,158 Views

well i partially agree with the starter partially cause i think its ok if some of the "top" places requires some reasearch, the most deep dungeons and stuff like that but in general yeah, from 2a to 2b the feeling i had was "oh no i cant do this until i research it" some adventuring should be more free to do without research while maybe research should boost the rewards, or unlock better quests/dungeon, maybe

6 Replies 1,217 Views

yeah i know about green land but since i do need shards or some other stuff i cant always choose ty for the info about lvl up, i couldnt find it

2 Replies 1,902 Views

[quote who="lwarmonger" reply="1" id="2663816"] (or in any field... say a fire shard enhances fire spells by 20%, and all others by 5%),[/quote] yes thats nice too i still like the idea of some "complicated" spell, like an armageddon requiring 5 fire shards and 5 earth and producing again a cataclism destroyed the whole world :D

13 Replies 7,563 Views

what you guys think? after i tried the magic system i can only think more strongly that their importance is too high, the number of spells requiring shards is notable yeah i know its not definitive but the main idea of the system is "you need shards to do more powerful things" i find a flaw in it, rather see shards "boosting" their appropriate magic (ie every fire shard possessed =10% more dmg from fireball, or 10% hp

13 Replies 7,563 Views

[quote who="Peace Phoenix" reply="2" id="2663706"] If all strength does is influence your attack then it serves no purpose in having two game stats. Have you cheked the calculation? your attack = your base attack * your strength / 10 You can find items that increase your base attack and you can increase you strength only with level up. That way, the weapons can have an absolute value for attack while taking into account the fact that some heros will do more dam

41 Replies 22,505 Views