Yes, there *definitely* need to be some limit on rings - otherwise a hero is a superhero in no time. I would go for a limit of one on each hand. Best regards, Steven.
StevenRLynchAbundanceThatIAM
Yes, an expiry date like in H3 Quest Huts/Guards. And if the same Inn etc. has multiple quests at different times, a "start date" before which it would not show up. And perhaps even cooler, the ability to set the start or expiry date based on events that have happened in the game! [e digicons]:beer:[/e] Or changing quests you are in if certain times have past or certain events have happened/actions have been taken by you or other players... Mmm. [e digic
Good ideas here. I'd like to see some of them implemented if possible. [e digicons]^_^[/e] Best regards, Steven.
Good idea. [e digicons]:thumbsup:[/e] Best regards, Steven.
I think the Civilization/Imperium techs that originally allowed building on certain resources, now offer a significant enough bonus to be worth researching. Some techs in 0.92 are worthless because all resources can be built on right from the start now. But if you got a worthwhile bonus from researching that certain tech... That would be a great balancing tweak. [e digicons]^_^[/e] Best regards, Steven.
I'm inclined to agree. Best regards, Steven.
[quote who="timothydelisle" reply="39" id="2690037"]A lot of people are talking about there not being enough HP on units, and to a degree I agree. But, the idea that one good hit from a big sword will kill you if not dodged or deflected is pretty realistic. I like that it is hard to get hitpoints. It would be hard to have big epic armies if a stack of two or three units could stand up to almost anything on the map. In addition to this, if you want more HP fo
I agree. Best regards, Steven.
[quote who="Raven X" reply="191" id="2688694"] quoting post 1) When a unit attacks another unit, that units gets to retaliate (if it can) against the unit that attacked it. 2) Action Points = 1 + Your Combat Speed. 3) Moving a tile uses 2 action points. 4) Attacking and casting a spell uses 1 action point. 5) The placement of units on a map will be based on the the composition on the units going into the battle. 6)
I agree with these ideas from nitey47. [e digicons]k1[/e] Best regards, Steven.
Although a sword doesn't have range. ;-) If bows are rebalanced so they aren't all powerful any more (either reduced damage or higher action point cost or both), it would be good for ranged spell attacks to also be rebalanced to have a higher action point cost or mana point cost. Btw: are there any "activate on melee attack" or "cast on particular weapon" spells currently in 0.92? Best regards, Steven.
Yes, this is essential. [e digicons]:thumbsup:[/e] Best regards, Steven.
What do you think about an increased mana or action point cost, or a cast time for tactical spells in particular? Best regards, Steven.
You can click them, but only in a very tiny pointer area. (So you just need to keep trying. It *is* possible - just. ;-) [e digicons]^_^[/e] [e digicons]:beer:[/e] ) Best regards, Steven.
The negative building times means everything takes only 1 turn to build, even Wonders of the World. This bug may have something to do with the Construction Yards in my cities (which halve building times). Earlier save games can be provided if needed. http://dl.dropbox.com/u/8710134/Negative%20Building%20Times%20%28Actually%2C%201%20Turn%20Each%2
Steven does too. Best regards, Steven.
Yes, maybe this should be stickied. (It seems funny how you load a save, then it stuffs up, then you save and load again, and it un-stuffs up. Weird. :-P) Best regards, Steven.
Serious, potentially game-breaking Beta3C bug! See https://forums.elementalgame.com/388545 Unfortunately, it looks like you will need to quickly provide a fixed version for this one. Best regards, Steven.
Serious game-breaking bug! It may well be related to: https://forums.elementalgame.com/388544 (Anyway, I think you may well need to provide a fix for this one. It's pretty serious.) Best regards, Steven.
After loading a game, if I hadn't already built a resource building they had the "tech requirement" bug. See save game . Best regards, Steven.
Win 7 Pro Fullscreen mode Elemental at 1280x800 resolution (in windowed mode the cursor keeps teleporting around the screen so it's not particularly useful). When Taskbar is set to Autohide there is no issue, however I prefer to have the Taskbar show. When the Taskbar is on Show, both left and right sides of the fullscreen Elemental window can't be used for scrolling. On the left side the Taskbar icons come up briefly and no scrolling occurs, on the right side the cursor can
It doesn't seem to affect other web-sites though (which is strange). I think I'll do a boot-time scan and then see what happens. Best regards, Steven.
Exactly. I would have preferred the game itself to get a little more attention. Because there has been so much emphasis on the mod tools, that is both good and bad. I think the game itself could have been significantly better if just a little bit less attention had been placed on the mod tools, and I don't think it would have been a particularly costly tradeoff (for modding capability). The game is fun (as of 3B) but it doesn't seem like it will be revolutionary, which
If logging in does not work on the Elemental forums on one particular computer (Chrome and Firefox browsers), and quoting and replying (when previously logged in), how do I make it again work? Custom images of members don't show up as well. I might have corrupted something when it took a while to post a post, but its strange that Firefox (which I didn't use initially) also had the same problem. Any ideas on how to fix it if it still needs fixing? Best regards,<br /
I am a bit worried about this. I think a game needs to be significantly highly rated to attract the most people who like modding... What do others think? Do you think there will be enough people attracted to modding of Elemental after release and reviews? Best regards, Steven.