[quote quoting="post"] (4) I'm not sure I like group size starting at 4 for units. Early game, this takes a big chunk out of available resources. Later, this is fine, and I appreciate not having to spend a research slot on increased group size. But, I see no reason to eliminate the ability to build one figure of a unit-type for scouting or some such... especially if it will be a throw-away unit. Please put this back. [/quote] I think
Magog_AoW
[quote who="kapeman" reply="6" id="2953564"] Quoting oera, reply 1 ... In my experience sovereigns don't usually die until i destroy all their cities. ... That is my experience as well. In fact, I have never seen it happen otherwise.[/quote] I think when an enemy sov is going for a goodie hut and your borders suddenly expand and include the goodie hut in your empire, things l
I also find it odd that a dead person speaks to the one who just murdered her....
These are probably known bugs, but still... Resolns sov walzed into my territory and I ended her misery. The following happened. Yeah, I had to google "beqeath"... It's supposed to be Bequeath . And exactly who is she bequathing holdings to? (All dying sovs give this message it seems). Her single city empire magically turned ownership to her neighbour
I agree with dsraider. I haven't tried the simultaneous combat yet but I don't see why it's needed if the other problems are fixed with TC. * The AI rushes forward is a problem. An easy way to fix this is that if the AI is attacked, it will stand and wait until you are in range. This can't be hard to code... * Glass cannons. Increase HP. Fixed. * Manouvering. Attack of opportunity. Fixed.
[quote who="Campaigner" reply="21" id="2953060"]I haven't played Elemental but I've seen alot of youtube vids and followed the discussions. I HAVE played AoW trilogy, MoM and HoMM II - V though. NO to simultaneous damage! I feel the attacker must have the advantage. I'd also like it to be like AoW in that it uses actionpoints so you can
[quote who="charon2112" reply="301" id="2952974"]amazingly, there is almost no information on these forums about installing mods, and there doesn't seem to be any instructions in this thread or in the download. Could someone please help me install this mod? Thank you very much...[/quote] Dear Charon Download the zip, open it and extract the folders inside the "MG_Beta_A2"-folder to My documents\my games\elemental\mods . Also make sure yo
[quote who="Heavenfall" reply="58" id="2951848"]I'm very sure we can mod hp, it's even fairly easy.[/quote] [e digicons]:omg:[/e] Tell me how so that I can start playing this damn game for real!
Simultaneous damage wont solve anything. We need more HP to start with, then we can build from there. 10-20 times more hp then we can have some real battles. TC needs to be deeper and take more part in the game. Groups of units should be really powerful and champions should be units that can buff the groups. Only powerful champions should be able to pick fights with grouped units directly. There should also be a penalty for moving past an enemy unit so that we can actually
[quote who="Heavenfall" reply="45" id="2951277"]Are people seeing a massive reduction in world resources? I sort of am. A medium map will have only 2-4 world resources I can build on now. [/quote] Yes, same here playing on medium. Not sure if I'd call it "massive" but there sure is a reduction.
Ok, a few more hours played. The low hp of trained units is just silly. I want it to be 100 times as high, then have champions as support units with special abilities. (Can this be modded?) Tried to focus on magic research. That was stupid... Warfare techs are overpowered imo. Or maybe the others are underpowered. What still breaks the game for me is the lack of exploration. There's nothing to find other than brown, flat land and maybe an inn that looks exactly lik
Crashed on turn 40. This is very unusual for me, I've had very little problems with crashes and such since launch. Win XP 32 bit AMD 64 X2 5200+ 4 GB RAM ATI Radeon HD 4850 Here's the debug: http://www.shell.linux.se/dsk2293/other/ewom/debug_17.err
Just copy the TC from FE and see what happens. It can't get worse. If TC is removed I see no reason to play the game at all. Then I might as well write down some numbers on a piece of paper, write "population" next to them and draw an ugly map without hills, trees or colors.
The problem is not which player that moves in what order, the problem is the completely screwed attack/defence mechanics that makes it impossible to have anything that resembles an interesting battle. Just cap the damn attack and defence at 20 and then add some randomization to the battle calculations. Remove dodge and add a shitload of different passive abilities to weapons/units/items. Make troop positioning matter. Make the battlefields bigger. The big problem I think is that the
[quote who="Nakisisa" reply="1" id="2949824"]Did you do the wolf quest and try to save it? The -5 essence removes spell casting from the sov [/quote] Lol so thats why... It was driving me nuts.
My sov mystically lost his ability to cast spells after a bunch of turns... [e digicons]o_O[/e] Edit: Found in the support forum that the wolf quest is bugged.
*removed*
[quote who="Thormodr" reply="6" id="2946331"]Quite a few arseholes on that site. Wow! [/quote] Yup. Fascinating how grown ups can act like 12-year old drama queens over a damn computer game. And to give Derek crap for FFH... That's just lol.
Smaragd drake - Better name for a Green Dragon
Unit Abilities: Firstborn - Unit starts at 2nd level Armor: Shard-folded cuirass - A magical breastplate with increased defense Spells: Turtle shield - Tactical spell that gives all your allies a bonus vs missile attacks.
[quote who="Derek Paxton" reply="4" id="2944725"] Yes, modders can create wildlands areas as stamps in the map editor. And you are right, it was difficult for us to do it like this, but worth it to get modders this functionality. [/quote] Yes! Omg yes! The more I hear about FE the more sure I am that it will be a classic. Question: Unique locations. Are they like dungeon crawls or are they just an instant TC battle?
No more dynasties? That was a bit surprising. But who cares, the game looks awesome! I love the graphics, this is exactly what was missing from WoM, an interesting world. I really hope you make the races/factions more interesting and different as well, and nail tactical combat. Then FE will be one of the classics. Btw, will we be able to create mods that adds custom created wild land areas?
[quote quoting="post"] Where my logic flaw comes in is some of the fans on the site who have taken the "Well, Elemental is so screwed up that I don't really care for it anymore, but as soon as FE is released I'll be right back in." [/quote] That could be me I guess... well I think my problem is that no matter if WoM is patched to 2.0, it will still be brown, flat and have boring factions. And by then we will have FE which we already now know looks awes
[quote who="Jon Shafer" reply="10" id="2934975"]Fallen Enchantress is a reality simulator which is on the verge of becoming sentient and wiping out humanity. We'll keep you updated on our progress. Jon[/quote] Can we get that feature in War of Magic too?
That looks really good! FE will be awesome. I whined a lot about the boring WoM graphics so... Sorry about the whining, thank you for listening. :)