AlLanMandragoran

AlLanMandragoran

Joined Member # 4231613
169 Posts 1,838 Replies 22,236 Reputation

[quote who="Wounder" reply="1" id="2949913"]- I just managed to build a peasant. What's the "4" at the bottom of the portrait for... number of men?[/quote] Yep. It should be a squad of 4.

9 Replies 6,696 Views

Yeah, it's doing some weird calculations in my game too. I swear I just placed a workshop and it used like 75 citizens. When I cancelled it, it freed up only 1 citizen. I tried figuring out how all my citzens are being used up but couldn't make heads or tails out of the city screens to break it down.

2 Replies 1,779 Views

[quote who="Heavenfall" reply="1" id="2949862"]Either this, or items and unitstats that makes sense for a game without simultaneous strikes. But really, I think that would take too much development time to be in 1.3. What's needed now is to bring the game back to not having every single unit be a glass cannon, and ranged weapons not be the supreme weapon of total annihilation.[/quote] Ya, good point about range. I haven't built any yet but I can see how they come wi

25 Replies 12,983 Views

1.20b issues. Here's some things I've noticed: Save - http://dl.dropbox.com/u/19969679/Elemental/120b/AutoSave.EleSav Look at the hut costs noted in the bottom left (11 Mats & 11 Food???): I have 4 workshops in Capital1. Why is the citizen cost 8 for a 5th

1 Replies 1,561 Views

Brad - I created a thread here to poll simultaneous tactical combat damage. If you add simultaneous damage and add first strike ability it would go a long way to deepening tactical combat. P.S. - no ATI Radeon DX errors yet. Crossing my fingers. [e digicons]B)[/e]

69 Replies 171,907 Views

As I'm tinkering with the new 4 man squads and arcane weapon buffing my various Fanboy Flash Mob units I've noticed the pointy stickers have become uber glass cannons. The hp reduction makes them a little weaker but the combination of 4 man squads plus arcane weapon has given them incredible attack. I'm steamrolling mobs early game. Granted, I haven't even come close to mid-game yet... I recommend the following for tactical combat: Implement simultaneo

25 Replies 12,983 Views

There really needs to be simultaneous damage for attack and counter-attack thereby opening up the possibility of a double-knockout (i.e. both attacker and defender could die). Adding a first strike ability would grant the attacker the opportunity to kill the defender without counter-attack. This is more evident than ever given the new 4 man squads and arcane weapon buffing each individual in the stack.

3 Replies 2,002 Views

1.20b. Just completed the Silver Flute quest and the arcane weapon buffed group absolutely steamrolled the bandits protecting the flute. Like stealing candy from a baby, or a pony from Lord Xia. [e digicons]:thumbsup:[/e]

3 Replies 2,002 Views

1.20b issue. Is this functioning as intended? +5 attack on a 4 man group with 22 attack and it doubles it to 44? I guess that's right if it's hitting each individual with +5. Just wondering if this is overpowered. 4 Staffboys had 22 attack. One +5 arcane weapon on unit doubled attack to 44.

3 Replies 2,002 Views

The unit queue has serious problems. It's smoking Markinn's crack and needs an intervention. I can unclick the city, click back on it, go back into queue and voila I have single unit Staffboys as an option but 4 man pioneers. I can unclick again and I get the 4 man Staffboys. I can randomly click things and go back to the unit queue and I'll have single Pioneers as an option. The unit queue is all over the place and completely erratic.

4 Replies 2,027 Views

1.20b issue. I trained my first group of Staffboys and the unit queue reverted to allowing training of a single Staffboy. Zip (debug, saves, screenshot) - http://dl.dropbox.com/u/19969679/Elemental/120b/120b_18_hosedqueue.zip Note the single 2hp Staffboy option in the bottom left hand corner. <img src="http://dl.dropbox.com/u/19969679/Elemental/120b/12b_18_hosedqueue.jpg" alt="" width=

4 Replies 2,027 Views

[quote who="Edwin99" reply="241" id="2943117"]Correct, I see these as being tactical combat spells where the summoned creature would last at maximum until the end of combat. In fact, I would like to see these summoned creature lasts a number of tactical combat turns equal to the summoner's level. A 4th level sovereign's tactical summoned creatures would last for 4 tactical combat turns. That said, the addition of tactical comba

271 Replies 430,044 Views