I absoluely LOVE this idea!!! If there is no time to build into the release, PLEASE consider it for an expansion !!!
ins2
Ι actually COMPLETELY agree with Flohaxn and disagree with the original poster - if you look at it in RPG "realism" terms, why would a quest-giver give you full details of a promised reward? It is more plausible that you will hear about a great artifact by name only, and go on a quest to get it. <
I also agree 1000% that we need a better artifact-sharing tool. Possible options would be: - a vault allowing you to store and retrieve artifacts while in your ZoC (kind of like the shop, only for free :)) - a "teleport artifact" spell like the one in AoW (slightly less costly and advanced than Cloud Walk, perhaps?) - a "packmule" unit or ability which allows us to send artifacts to different locations via other units (not heroes)
Frogboy, I did not see it in the Fixes, but have you looked into / improved the tactical combat slowdown issue? It was quite persistent in Beta 4, and while not game-breaking it is quite frustrating...
I don't know about the casting initiative, but changing the weapon weights and inits is a moddable fix, yes?
Hopefully this is what Frogboy means when he says that Beta 5 will be all about bug fixes and improving usability...
It could be a dwarf-like engineer nation which gets double production per material PROVIDED there is no essence in the tile...
BlackRainZ this is an excellent effort and all your tweaks are ones that I would also want :) Would it be possible to post a tutorial about which files and parameters you changed for each tweak? If this is not possible, please PM me with the name of the file you've modded for each tweak so I can do some exploring of my own... Thank you for all your effort, Ins
Darkehound this used to be amusing but now it's becoming annoying and childish... For the last time: - this game is LESS buggy than many final releases, and it is still at least two major betas before release - it is NOT the same game as WoM, and your failing to understand this is downright obtuse (look it up...) - you are CONSISTENTLY making mistakes about the game and about the statements of the Stardock team - if you look at the poll that Frogboy
[quote who="luketan" reply="100" id="3213601"]Looks like more summons is the most popular request. But I suppose it's hard since they would make to create animations and 3d models for each summon? I suppose a easy way around that would be to use existing units as a summon? I mean there are so many....[/quote] Perhaps it would be easier to do "ghostly" forms of the various monsters like they did with the wolf form for the "summon familiar" spell...
For me, in order of priority, the key issues are: 1. Fix the slowdown in tactical battles 2. When a resource gets destroyed, give us an option to zoom to that resource 3. Add an indicator for units which still have movement points 4. Make it possible to garrison units in outposts like you do in cities 5A. Add a spell allowing the magical transfer of artifacts between heroes, OR 5B. Add a vault building allowing the storage of artifac
[quote who="darkehound" reply="49" id="3211644"]Not going to change core mechanics? Essence? Just had a map where i crossed half the screen and found 1 essence plot. ONE with a one pt essence automatic cntr-n. [/quote] Darkehound, this point you make is EXACTLY where I completely disagree with you: you are looking for the perfect spot, get frustrated and complain when you don't get it, and ctrl-n until you do... Have you tried
[quote who="Wizard1200" reply="9" id="3210273"]Quoting ddd888, reply 7Spells should be useful without a shard, without the warlock profession and without the path of the mage, ehm no? why would a mage cast powerful spells without ANY of those? The mage should need shards and traits to cast powerful spells, but without shards and traits the spells must be useful. One example from this thread: https://forums.elementalgame.com/429407 describes how the spells coul
OK mate - I guess we're not getting through to you - I for one have a lot more interesting things to do with my time (including playing the game, btw) than to try any further to talk some sense to you... keep whining :)
[quote who="darkehound" reply="25" id="3210303"] I am in 3 betas right now only one has ctds and constant gameplay errors. I ran End of nations for an entire weekend without logging out and it did not crash. I cant get FE to stay stable for 50 turns.[/quote] I and several other people have played more than 10 full games with it (3000 turns!) WITHOUT any problems... have you even for a moment thought the problem lies with you or your PC?
Darkehound I think you need to get some perspective on what you are saying... some points to think about: 1. The fact that a lot of posts are reporting bugs and features that they want DOES NOT MEAN that they agree with your assessment that the game has "failed for numerous reasons". In fact, if you look at the "first impressions" poll you will see that an OVERWHELMING MAJORITY has rated the game excellent, good or fair... 2. It is quite certain that most people
I agree 1000% - perhaps have a special posting to make a champion "governor" or "mayor" of the city, which gives a certain xp per city level per turn...
I consistently play on large and epic - i love me those sprawling, empire-building games :)
[quote who="Frogboy" reply="8" id="3209225"]Thanks! We love you guys. I'm thankful that we had the opportunity to work to make good on the dream of doing a fantasy strategy game. And we hope that you'll like Beta 5 as much as you like Beta 4 (Beta 5 will be all about fixing bugs, polish, and improving little usability things). [/quote] Frogboy this is great to hear! Now if you could only also add some tactical battle
[quote who="seanw3" reply="20" id="3209193"]I think one thing that might help the game is an easier easy setting. People may have forgotten, but the meaning of easy is to play with ease. Monsters should not be able to roam at this setting. It would solve so many problems for new players. New being relative, as some of use have been playing for two years already. I played a game in my sleep last night and apparently was narrating it to my bedfellow. [/quote] I agree - do whatever
[quote who="drakkheim" reply="17" id="3209187"]Quoting ins2, reply 15I get your frustration but you may have to accept that this is a game where a few hours a week just aren't enough to really get into the mechanics and play it well... Oh I'm willing to play the game over months and months.. And I don't take it as arrogant, really.. i used to be you Then life happened. And i don't need to put it on an easier difficulty, and yes winning battles or lo
I am borrowing one of my replies to another post, in order to make the case AGAINST the various threads that are cropping up requesting a reduction in the challenge presented in the early stages of the game (less aggressive AI, wandering monsters, no high-level monsters near starting locations etc.) I don't mean to sound arrogant, but some games are meant to be checkers and others are meant to be chess - for me, HOMM and AoW provided little challenge, while this game is so much mo
[quote who="drakkheim" reply="14" id="3209153"]Quoting ddd888, reply 13if everything that you encounter COULD be defeated then what would be the purpose of the game? think about it, if everything can die there is just no reason to play, you just cast the spells you need and win every fight, where is the fun in that? Isn't being able to win kind of the point? Where's the fun in having no chance of success? And then you agr
[quote who="UmbralAngel" reply="3" id="3209087"]If they wanted to make it a really cool ability they could give the assassin a teleport strike where they appear behind the enemy unit relative to your starting position and then make a normal attack. You could give a bonus like +20% crit chance as well. Since this is strong it should probably be once per combat. Well designed abilities like this would make tactical combat way more fun. [/quote] &n
While I would of course LOVE more items for mages, I don't agree with you on the weakness of the current mage builds ... I am playing a mage sovereign with procipinee's crown, and I have reached level 9 with 3 fire shards at my disposal I am able to summon a fire elemental, cast "stoneskin" and "evade" before battle (no mana upkeep cost), cast "haste" on myself on first round and with my fire elemental as a support tank and a combination of stinking mud, flame dart and