Yes to all!
Michael_Zett
[quote who="GoaGalneGbilski" reply="56" id="2685995"] You disengage when you move away from an enemy, and it should simply incur a counterattack if the enemy has AP. Works like every other counterattack. Abilities that avoid counters would avoid this too. [/quote] There's a difference between counter attack and disengaging from an enemy, so there should be different mechanics for it. What's the same is that the enemy should be prepared to do so aka having s
Nice idea!
[quote who="Sir_Linque" reply="49" id="2685975"]Disengaging (moving away from an adjacent enemy) should use up more movement points than normal and/or you cannot disengage a unit during the same turn as you engage it. [/quote] I like your points. The disengaging is something that could be done better than other games do it because often they lack a godd concept. I would distinguish different kinds of disengaging: - standard disengaging: every unit is able t
If you have a wild horses ressouce and you build the stable you get horses. In the build menu you can now decide if this horses are brown horses, black horses or some kind of wargs. I don't like this! That's far too abstract. If you want wargs there should be a warg ressource. And for the "feeling" I don't think that wargs should have the same stats as horses. They should add to attack but perhaps not so much to movement or there should be the chance that they have their own mind on the batte
So, here are some ideas: Archery: - line of sight, obstacles - damage is reduced per range - time for reload for some weapons (crossbow etc) costs movement/action points - attribute for "the critical hit" - this is a low percentage possibility to hit where there is no armor (perhaps also for melee combat) - different heights of attacker and defender result in bonuses etc. (also for melee combat) - a command where you tell your unit
First of all I would like to thank you for the improvements you made to research. It looks much better than in the last builds. There is still one thing I dislike very much. The advanced research in say farming or mining that are called "refined xxx". This names are so science fiction! Please change this to "real" things. For example for the farming stream: irrigation, plow, fertilizer, three-field rotation, agricultural science...
Sorry, but I have to bring this up again. It' a bit difficult to capture in a screenshot, but please try this out: Try to build a building from the cloth map. the city should be near the edge of your screen. Try to place the building at one edge of the city. It often happens that the screen moves and that the build order is placed somewhere else. This is especially annoying if are trying to "move" your city next to a special ressource.
On the build menu it reads 50, on the card it says 25 and in the end I got something like 100?
I had to fight tactical battle for quests and I haven't been asked to do so. I would like to decide every time a battle occurs if I'd like to auto-resolve. - I can't see the terrain bonuses (if there are any). That should be changed. - I'd like terrain that's differently high (higher unit gets bonuses) - line of sight, obstacles (AoW..) - monsters/heroes on my side that move independently - perhaps a "tactics" attribute that defines how many units you a
And another one: Save: http://dl.dropbox.com/u/6141154/17102010_AutoSave_2.EleSav Debug.err: http://dl.dropbox.com/u/6141154/17072010_2_debug.err It happened after visiting many notable places in a row, all of them giving ring of power.
I only have 2 sentinels actually.
Looked like out of memory but no message: I suddenly couldn't do anything for some seconds and then ctd. I got the debug.err http://dl.dropbox.com/u/6141154/17072010_debug.err a save game http://dl.dropbox.com/u/6141154/17102010_AutoSave.EleSav but no dump (wasn't created). Anyway, you did a good job at cleaning up buildings etc. Thi
[quote who="Frogboy" reply="106" id="2684440"]When we finish, we're going to bed. [/quote] Respect!
The dump: http://dl.dropbox.com/u/6141154/Elemental0_806-2010-07-11T18-58-50-779.zip
I can't get to the spider. And the third sentinel on tjhe screen is only a sprite, I just have 2 actually (and he doesn't fight...)...
What I mean is this e.g.: You have a unique research for "stone-improvement", you have a unique building for using "stones" and then you get an abstract bonus like "construct buildings 20% faster"? That does not fit! 1) first of all all things that work together here should habe the same "level", so I would expect getting a stone-ressource out of such special buildings and research (that might be necessary for high-level buildings). If you look from the other side yo
I finally did this, but i don't like it. I like to play on the cloth map and want to add the building on the spot I choose. I think I'm going to do a screenshot and show what I mean.
For there is siege equipment in I would like to know if it will be possible to cut a city off the global ressource pool? I think something like this should be possible.
That's okay with food. You do not cummulate food like material.
Another one: http://dl.dropbox.com/u/6141154/Elemental0_805-2010-07-03T14-51-19-445.zip
Happens to me, too.
Ah, okay. Yes, they should use the "lying"-8
The cool down time for the imp is broken:
Here's the dump: http://dl.dropbox.com/u/6141154/Elemental0_805-2010-07-03T14-28-44-773.zip