I agree entirely with Scooter's post. [e digicons]:thumbsup:[/e] Frogboy, what do you think? [e digicons]:wc:[/e] Best regards, Steven.
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It may have to do with how quests often have a village or workshop that counts as part of your territory until you remove it. Maybe this happened and the game got confused. (Just a theory.) Best regards, Steven.
I'm very interested in this too. I haven't been able to find a retail or online store in Australia that currently has the Collector's Edition listed. Best regards, Steven.
You raise a very crucial balance point in the current Elemental. Summons need to be much more limited (and as a consequence, less costly). For example, in HOMM 2 and 3, summons last only the battle they are summoned in. Elementals that are bought last until they die, but elementals summoned in battle only last one battle (or less ;-)). But they can still be a decent power if the mana cost is right - as even for one battle being able to summon some badass units can stil
I suggest that damage spells have a minimum amount of damage they do (a number or percentage of normal int damage) regardless of armor, so that they actually feel like they are worth casting. What do others think? Best regards, Steven.
So where is the Collector's Edition going to be sold in Australia? [e digicons]^_^[/e] Best regards, Steven.
A very elusive bug. (There's so much to do, and not a lot of time to do it in.) Best regards, Steven.
Yes, it is a worry. Based on the current Beta 4 (0.98) the game is functional, without being fantastic, IMHO. And the reviews that the game gets are still very important, even if not all important. Even though I don't like to say it, after having enjoyed being part of the community since Beta 3, I just don't see the game getting more than average reviews, especially considering that 0.98 (or a) is awfully close to 1.0. I want this game to succeed, but IMHO the ga
Good suggestion. [e digicons]:thumbsup:[/e] It is always easier to get into battle then make it out without being hit. ;-) Best regards, Steven.
Excellent! Frogboy, what do you think? Best regards, Steven.
[quote who="Kholai" reply="131" id="2697014"] This is one of the best (and longest) posts I've ever read. Especially the paragraph: Diplomacy can be equal to any other path if handled properly. If it's handled the same way it always has been in other games, with DC as just some pointless gimmick, it will remain irrelevant. It needs a mechanically viable means of harming other players, helping them, and a method of winning in its own way, with the resources associated with i
Good points. Best regards, Steven.
[quote who="Tasunke" reply="1" id="2696549"]Heh ... honestly I'd prefer a full HP refill upon each level up.[/quote] Like Wesnoth. ;-) Best regards, Steven.
Alright then, what are possible solutions (given that the release is close)? [e digicons]|-)[/e] [e digicons]:star:[/e] Best regards, Steven.
I like these ideas. [e digicons]|-)[/e] Best regards, Steven.
Starcraft 2 vs. Elemental? I'd choose Elemental. It seems those two games are at the opposite ends of a spectrum, especially with regards to the (closed/open) attitudes of the companies that make them. Best regards, Steven.
I agree with the ideas expressed in the last six posts. [e digicons]:thumbsup:[/e] I don't think it would be particularly hard for the devs to implement such a workforce mechanic, either. [e digicons]|-)[/e] It would be a welcomed tweak to the game, I think, and not a wholesale "start from scratch". Frogboy, what do you think about the workforce mechanic for Elemental? [e digicons]:wc:[/e] What do others think? [e digicons]^_^[/e] Best regards,<br
There are lots of good ideas here. [e digicons]:thumbsup:[/e] Best regards, Steven.
I like these ideas too - champions stationed in cities provide a reasonable admin bonus based on profession skills, heroes who go out adventuring provide combat and General (army-leading) bonuses. Best regards, Steven.
I like it too. [e digicons]:thumbsup:[/e] Best regards, Steven.
I agree with these ideas. Frogboy what do you think about increased functionality for champions' charisma and charisma in general? Best regards, Steven.
Yeah, I'm for a paper doll system too, with a limit of two rings per unit. Maybe the rings could be made a bit more powerful too under this system. Best regards, Steven.
When you initially place a building (and there's more than one spot to put it in) the UI almost always it puts it somewhere else, and you have to delete the building and re-place. (The only current ways to get around it are to make sure it's on the right spot, scroll off the screen and click Build, or hold down the Space Bar (I think) and then place it.) Whereever you initially place a city building should be the place where it gets built, and not magically scroll somewhere else
Cool! [e digicons]:thumbsup:[/e] [e digicons]:star:[/e] [e digicons]:sun:[/e] Best regards, Steven.
Frogboy, will regular troops be able to gain experience in the release? Otherwise it seems the player might as well use champions rather than regular trained troops. [e digicons]|-)[/e] Best regards, Steven.